Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Autoquark

9
Posts
5
Followers
1
Following
A member registered Nov 21, 2015 · View creator page →

Creator of

Recent community posts

Just wanted to write up some UI/useability ideas I had. Many of these are inspired by how unreal's blueprint editor works:

1. Right click anywhere to bring up a list of all nodes with a text input at the top that filters the list as you type. Makes adding the node you want very quick

2. Drag an input/output into empty space to bring up a list of nodes that could be connected to that input/output, again with a progressive filter input.

3. The ability to rename nodes is cool, but the fact that you then lose visibility of what type of node it actually is worries me - maybe there should be a separate 'label' field for the user to enter info rather than replacing the name of the node type. Or at least put the node type in the tooltip.

Anyway, with or without these it's a great tool, nice work!

Thanks for the quick reply! Also just wanted to say, if you're ever looking for contributions on the programming side I would be interested - I'm guessing it might be C#, which I'm familiar with?

I'm taking the pool span of 2d6 and plugging it into a histogram and getting an output of 100% zero. Is this a bug or am I misunderstanding how some of the nodes work? I would expect a distribution of values between 0 and 5.

Interesting idea. I couldn't work out what made other dice appear or what they were for, and I had some performance issues in places. Got stuck after the first couple of bounce pads. Could perhaps do with some checkpoints to avoid the player having to repeat so much after falling off.

(1 edit)

Great concept! I could have done with some indication that 'E' was the use key and it took a while to realise you can pick up crates, other than that it does a pretty good job of teaching the mechanics without text. I had some trouble with the movement, kept getting stuck on walls. There was also one case where I didn't see the edge of a platform because it was in front of another platform of the same color, I imagine this might be a result of the shader issue you mentioned. Overall very interesting though, good job!

Whoops, was sure I'd changed that. Thanks!

You should post these updates on the discord as well. Some people have been asking questions there but there's been no response.

I was also watching, thanks for playing our game! It's great to see someone enjoying it, and I agree that it would work really well as a mobile game.

The sound effects were fun and wiggling the back of the ship to dodge is a clever twist. The art is simple but with the music and writing it still manages to have atmosphere. Nice work!