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Aziz

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A member registered Nov 26, 2019 · View creator page →

Creator of

Recent community posts

I really like how the slimes can pick up weapons and health just like the player. Makes you think about which pickups to go for. Well done!

Enjoyable and very funny. Nice!

Thank you!

Thanks for playing and feedback. Glad you liked it. We are working on updates to add some visual effects and feedback. Hope to have them done before the end of the week :)

[DAY 2] 

We have started to use the tiles that are ready and implemented a new mechanic. The mechanic allows you the change a platform to the other type without astral projecting. We thought this might make for more complex puzzles:

We also managed to fix the problem we had with the effectors in Unity. The spirit can now move just like the physical body can and glide the wind. We also updated our character controller with coyote time and collision detection that feels better when jumping. 

All the levels we want to make have been sketched out too. Now that the mechanics are mostly complete we can focus on building these. So far we are a bit behind schedule but I think we can still make it.

There are two bugs that we have now. One is visible in the gif. When you switch to the other realm, the transition is rough sometimes and you can see the player stutter in the air which feels and looks bad. The second bug is on the effectors. When you are transitioning between effectors the character goes nuts and starts bouncing all over the place. I'm thinking of letting this be and making sure there are no overlapping effectors and instead just adjust the levels a tiny bit accordingly. I am not sure if it's worth fixing.

Meanwhile music and art are being crafted vigorously! So yeah a bit behind schedule but like I said I believe we will make it. Tomorrow we will build all the levels with the assets, do a bit of bugfixing and get the music in. I look forward to sharing our progress then.

Good luck everyone!

This is what happens when the player controller and the effecter try to be friendly btw:

The art is beautiful! As for Raeki and Ajeel's duality I would personally like to see Diligence & Sloth. I feel like lots of people can relate Ajeel and it could be great to see them learn from each other. But Humilty & Pride could be great too because they are very relatable as well. I can see why you are having a hard time making a choice :D. I would go with what virtues you have most experience with. I look forward to seeing it!

[DAY 1]

Our game is about switching between the realm of the living and the dead to solve puzzles. Each realm looks different from the other which you can use to your advantage to reach places with one form that you can't with the other.

[Story so far]

A young woman has been condemned to the Underworld for her actions. Her goal is climb back to the surface. We are still thinking of the reason she got condemned in the first place. That's all we have for now.

[Progress]

First we started prototyping with getting the mechanic working that allows you swap between the living and the dead:

We split up work between designing mechanics and getting the prototype running. The above took about 2 hours to get right. We also did thing like set up a hacknplan project and version control in GitHub.

We also made a second version of the prototype because we weren't sure if we wanted the spirit form to be able to float around freely. So we decided to just test it:

We think this might be a bit overpowered :D

We also implemented a little timer. It won't save the floating mechanic but we will experiment with it more because it might make for some tense moments:


But we wanted to make sure that there were things that the spirit can do which the body can't. So we started messing with effectors in Unity. For those who are not familiar: an effector allows you to implement effects like strong winds for examples, or surfaces that give you speed boosts when you run over them like in Mario Kart. The idea was that the spirit form would be able to glide among these spiritual gusts of wind to get to places.

For clarification: when the white cube is in between those black/red tiles he is being lifted up by an effector. We weren't moving the character up. You'll have to take our word for it :D. One medium sized problem we ran into is that our character controller doesn't get affected by these effectors. So we had to use a character controller for the spirit form that isn't affected by gravity just for prototyping. Our intent is that the spirit form can run and jump just like the normal form can.

In the meantime our mighty designer drew a prototype level:

The black rectangle allows you to switch the direction of an effector btw.

Next up is fixing the problem with the effector and the character controller and doing some early polishing on mechanics. Art is being worked on too. 

We'll be updating daily! Let us know what you think :)

We found some nice assets in the asset store and we have already begun placing everything:

In our game you awaken as a spirit trapped in a house during winter (we use the theme by just making it snow outside). Your goal is to find a way outside by taking over objects around you while sneaking past people who want to keep you there. You can't possess every object, that wouldn't fit inside our scope so we'll be thinking about how we'll communicate which objects you can use

Looks awesome! Definitely trying this

[Day 8 update]

Powerlines and cars!


We just finished blocking out all the levels. Right now I'm placing all the scripts etc in the levels and testing if the levels are playable. This will be done today. After that's done we are going to replace all the pro builder blocks with actual assets and create a UI. The music should be done on wednesday.

In the first week we were concerned about not getting the potential out of the possession mechanic because of how much time we have. But we decided to risk not finishing the game completely so we could make the mechanics fun instead of going for a bland game where used our time to polish bland mechanics.

The last few days we have been progressing a lot! I think this might be because of the motivation we got from taking these risks. I really look forward to sharing what we made with all you.

[DAY ... 7? UPDATE]

Lights off!

Possess lamps and turn the lights off to slow down guards and reduce their vision. In the gif you can see the guard slowing down drastically. Very glad we got this working. This will add another layer of gameplay. Very happy right now!

Next up = traversable electric circuits and rc cars! ( I hope)

(1 edit)

[DAY 5-6 UPDATE]

We are currently trying out some level designs. Here are some gifs from a prototype for a part of the third level/stage:

Our game is all about setting up a strategy,

hiding,

sneaking past enemies

and finding objects to possess to help you along!

The basketball is currently the most mobile host you can possess, mainly used to reach places up high. Currently we are working on designing more levels around the hosts you can possess and thinking of and testing a wider variety of hosts.

We'll be trying to draw inspiration from games like Super Mario Odyssey and Ghost Trick for mechanics. Time isn't on our side but we sure are having a great time and learning a lot. Our priority right now is making sure each object feels different and useful.

We'll keep pushing out updates on our progress from now on!

I had never heard of Ghost Trick before. I looked it up and it's a great source of inspiration! Thanks a bunch.

Possess objects and hurt people!

Our game is about escaping rooms you are locked in by possessing objects. The GIF is of the prototype we just finished. We're still thinking about the extent of the possession power. Let us know what you think!

via GIPHY