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auzkok

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A member registered Oct 26, 2017 · View creator page →

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Glad you enjoyed it.

Well, frustration is not the exact goal, but yes, I tried to story-tell a bit with the maze. So the result is a mix of intention and lack of time to polish. And of course it is supposed to be hell...

I had the progression signaling planned from the beginning, but I ran out of time.

Thanks!

Happy you enjoyed it!

Glad you liked the puzzles. The last puzzle is insolvable, but there is no other. I tried to do a little storytelling, so the character is condemned to roam the maze... The harshness of the maze is partially intentional and partially consequence of the lack of time to polish.

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Thanks! The first sentence is exactly the "elevator pitch" I was going for. The maze is quite small (I feel) and is split into four independent sections, but TBH I had no time to polish it.

Thanks!

Yeah, I had to leave out some stuff to finish in time. I have already written simple raycaster in C, so I used it as reference. For the C one, I basically watched a bunch of YouTube videos and then I created something similar to them but I didn't copy one to one any of them. Of course I also have read the famous lodev tutorial in the past.

Yes it is impossible. It is slight adaptation (as I cannot use two edges between two vertices) of classic riddle/problem Seven Bridges of Königsberg.

Yeah, I wanted to add just some ambient sound but had some technical difficulties and ran out of a time. I guess then that it takes place in Silent Hell.

There is 12+1 puzzles, so they would deserve some progress indication.

As for the puzzles, I interpreted the theme "pathways" as "paths" so I used concept of Eulerian path as a base of the puzzle. So you should visit all vertices through all of the edges and never use same edge twice.

I am not sure what effect you mean, but it must be side effect of it being classic raycaster (like Wolfenstein) and not "true 3D" engine.

Glad you liked the puzzles.

Thank you, that is partly the intention and partly lack of time to polish the map.

Yes! And you have four patterns to try, so one may suit you better than the others.

Hi, thank you. Those are just different seeds for the random generator. You get four different sequences that are identical every play. I chose the seeds to spell different words in base 16. I.e. 0xCAFE = 51966 in decimal.

Thanks, that's great.

Thanks, happy it works for you!

Thank you. The ending was intentional, but probably the skill level didn't exactly meet the intention.

Thanks, with the inspiration by old Windows, lets call it a feature.

Hi ,thanks for the comment. The shadow effect is made of two parts. The visual one is made with godot's Light2D and LightOccluder2D nodes. The "damaging " part is made with  use of StaticBody2D/CollisionPolygon2D nodes and raycasting.  I didn't have time to indicate the health (I almost didn't manage to show the elapsed game time) but I originaly intended to show it with increasing "fire" particles from the body of the bat.

Thanks. In fact, it is randomly generated so every time different.