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astralCastoff

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A member registered Dec 25, 2020 · View creator page →

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Sweet :) thanks for checking.

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Thanks! Is the “open in file explorer” feature working fine? I tried to be relatively platform-agnostic in my implementation, even if I only made a windows build for now.

Thank you!

Thanks for the feedback! You’re right, the desert terrain looks wrong due to something breaking in the move to Unity 6. (I just fixed it after messagging them)

Awesome!

I just updated the build, Ctrl+Z for Undo, Ctrl+Shift+Z for Redo, Ctrl+LMB for colour picking, plus I added a UI button for the colour picker too.

  • added audio
  • upgraded project to unity 6
  • removed fog

Alright fine, but Redo is gonna be Ctrl+Shift+Z and you can’t do anything about it. Also feel free to list the complaints if you feel like it.

Good job getting into the dev room. There’s no ending yet, that’s why nothing happened when you got the items.

The items aren’t for anything yet. As for the shader, I render the screen out to a low resolution texture, upscale/smooth it with 4xbrz, then warp that by applying noise to the UVs of the plane displaying that view texture.

Cool game when can I access the shop

Thanks for the feedback. I’ll cut the static to 4fps instead of 12fps. I’ve gotten the same feedback on the text, but part the shader pipeline cannot be selectively run on part of the screen, but I have a solution for that. Uncapturing the mouse was for debugging but I forgot to disable it for the build. I’m going to change how the teleports work so I can set your rotation and look angle to make sure you won’t walk straight off of anything.

No, there is no ending yet. The black wall isn’t an intended area, just dev test room, but I figured there was no reason to hide it, personally I love seeing stuff like that outside of the map when I play games.

Thank you for the kind words, it really motivates me :)

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Wow, that’s wild. I have no idea what could be causing that, I guess I’ll just put it on a platform at the same level as the top of the coral tunnel.

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I LOVE the art. So clean, feels retro but without getting all blurry or anything. Fun gameplay, had to get used to dying a few times per level before I really knew the level.

One issue I found was that if I went up the stairs at certain angles (diagonal? against the wall?) my movement would go jagged where it was seemingly getting caught on the steps?

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I just tried it on a 144hz monitor and there was no difference, that code runs in the FixedUpdate() loop so there shouldn’t be any variance in the momentum it gives you.

Are you getting this high? Less?

The game was using up way more CPU than it probably should have

Sorry, the game currently has every area loaded at once, that could be it. I’ll try profiling it or something just in case it’s another problem.

Thanks for the feedback.

Evil game do not play

awesome game with some optimisations this’ll be next level, final score when i felt done was 62,559

The building sizes will make more sense when there’s more detail, it’s mainly blockouts. I’ll need to change the shading around, I can’t quite get what I want out of it.

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There is no true singleplayer mode, “Host Game” merely hosts a LAN lobby (which can be joined remotely if you port forward the port 7777). The game is intended to eventually be a duo co-op game, a la It Takes Two or We Were Here.

Thanks for checking it out!

Ah, that makes sense.

Hell yeah

The tutorial is beatable while not really using the surf features at all. The backstep mechanic is so overpowered that any incline trivialises the entire level, allowing you to shoot into the sky and land wherever you want. The air-strafing allows complete preservation of momentum with zero effort. Feels less like a recreate of source/quake movement and more just a list of hardcoded surfing rules.

Maybe take a look at the open source surfing recreations out there for some tips, I know of multiple Unity ones which use C# just like Godot that you could probably take some inspiration from.

Cool! Why do some areas seem to keep your flame small perpetually, while some areas seem to grow the flame massively immediately? Also, is there a respawn button I’m missing?

Awesome. Really like the art you added. Is there a way to select enemies without clicking? If not, please add.

Very nice

I definitely see the influences of Star Explorers in your game too lmao

Thanks, I love Star Explorers! The hand-drawn NPC is from quite early on, I’m no longer keen on the player seeing any NPCs face to face.

Thanks for shedding some light.

Honestly the mouse input sounds like it’d be better off disabled, if it wasn’t there and I knew about the autosprint option I would’ve happily just used arrow keys from the start.

Best of luck with this, you’ve got something real special already.

Probably when he fires the bomb horizontally, it kept looking like I could crouch under it but then there’s no crouch key. Then again maybe that’s just me being dumb, the three bombs fired at once at various angles was also pretty hard to dodge unless you were anticipating it.

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Gorgeous art and presentation, but I had some gripes, I listed them out in case they’re of any use to you:

Click to expand...
  • Having to click on the “base” tile that a character is on instead of being able to click anywhere in their body is confusing and can make you think that something isn’t interactable when it is.

  • The character changing direction rapidly sometimes when you try to move diagonally looks quite jarring, is the lack of non-cardinal-direction, non-grid movement a limitation of the engine/framework?

  • The main character’s default walking/running animations look very rigid.

  • Explaining all the stats at once when you shoot the deer targets is near-useless, there’s no way you’ll remember any of them, you’d have to be screenshotting the explanations or something, at which point you might as well just put that explanation in the menu when you hover on that stat’s name.

  • Enemies in the start seem to rarely hit any attacks. Intentional?

  • After walking back up to the swirling tree area, walking left or right actives the trigger to go back down to the bonefield. This is easy to do if you click anywhere that isn’t directly above the character, as the game tries to move horizontally first even if you click right above the player and only very slightly to the side.

  • I just realised arrow keys do movement too, had presumed mouse movement was the only control scheme.​ Is there any reason for walking to exist when sprinting does the exact same but faster, and is the default when using the mouse? Though I would prefer to use the keyboard, I don’t like having to use both hands just to move (or awkwardly press the arrow keys and Right Shift with the same hand).

  • The red flashes from what I presume is the curse draining my health are too strong, they give me the same funny feeling that seizure-inducing gifs do (I am not epileptic but am mildly sensitive to the same flashes). Same goes for the flashes when touching into the deer that you can’t fight.

  • I totally get it if you’re going for a “tough as nails, doesn’t hold your hand” game, but yeah it feels pretty sucky to blow your healing items on not realising the curse is draining your health mega fast,

  • The 2nd time you approach the mirror that teaches gaslighting, it vanishes while the character is saying “I need to find her…”

- Very nice sprites and music.

- Pixel font is strange and a little hard to read.

- Escape being the Start key is weird, expected Return/Enter.

- First boss is difficult, took me about 7 tries. Not sure if intentional or not, but I needed to learn to use the dash to beat him, which isn't taught in the tutorial before then.

No idea what this is meant to be, but the graphical style is nice. Also, please do not close the game with the Escape key.

Press "1" to use the Air Burst ability to make it past that jump. The reason the candy respawns is because larger lobbies that run for longer get pretty barren after the first 10 minutes without the candy respawning, but I see what you mean about how it would be more like a collectathon if it was one-and-done for each, possibly keeping them for solo-play only.

Is that a homestuck-styled username?

Explore! Not a lot of mechanics right now but try platforming to the top, try find all of the groceries, etc.

Awesome!! Really feels like an adventure.

It's great. Fitting visuals and music, and I loved the writing. Short phrases indicating a much bigger world to know.