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A member registered Dec 13, 2018 · View creator page →

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The link for Khamelot leads to pastasfuture's Itch page btw

Very cool! Just a few hiccups I ran into:

  • At a resolution of 1280x720 the UI didn't fit onto the screen so I couldn't access the options menu
  • As you said, sometimes I spawned under the map. This can be fixed by having the player spawn higher, or using a raycast to spawn the player directly onto the terrain
  • Sometimes if I hit the ground too hard I would clip through the map and fall under the world. I had to try 6 or 7 times until I gave up trying to get to the pyramid, because I clipped through the map each time.

Until the clipping issues are fixed, teleporting the player above the map whenever their Y-value is less than -100, for example, would be a much better solution than making them restart the game.

Otherwise, the gliding was very nice whenever I managed to get some speed, and the stars at night were very pretty. I have some suggestions though:

  • Try adding several layers of noise to make the terrain more varied
  • I found it very difficult to change my direction of movement

That said, I LOVED the game's atmosphere once it turned night, and I think it's definitely the game's strong point and that there's a lot of potential. Have you considered scrapping the day-night cycle all together and just making the game set at night? And here are some ideas to make it even more pretty (feel free to ignore me):

  • placing stars more densely around a belt in the sky (the milky way) and less densely everywhere else, rather than evenly placed everywhere.
  • making the sky a gradient between dark blue near the horizon and black as you go higher
  • stars dimmer closer to the horizon and brighter as you go higher
  • some subtle variation in star colour and brightness
  • make them twinkle?

And a few questions: is there an objective I should be doing? It says in the game description that there's a win condition but I couldn't figure it out. Also, is the terrain infinite?

Can't wait to see what the game becomes!

Thanks! It's not meant to be very hard to dodge the laser, and most people seem to be able to dodge it really easily, but if it helps, the colossus always aims at a figure-8 with the player at the intersection point.

Thank you so much, I'm glad you enjoyed it! I've sent an email your way

Very fun!! But "cum" doesn't count as a word for some reason

Thanks a lot!! You kill the colossus by (SPOILERS) shooting the two red banners on his arms with your bow to light them on fire. Once the banners are lit, he will take damage when you shoot him with a rocket. His health bar will turn red when he's vulnerable. Good luck!

Very nice game! My best score was 15.

Love the art style, but I figured out that the meta is to just stand in front of your shrine and go back and forth. You can survive pretty much indefinitely that way. I got to 360 seconds before I got bored and let them win.

that last level was insidious, but great game!

I love this!! Especially the art style. Can you explain how you rendered the stars? Like the ones that dot the sky, not the ones you can visit

Nice game, I liked the puzzles and sense of humour. The game just lacks a consistent art style, since the backgrounds look like photos with a posteriser filter on it, while the level blocks are missing the black outline and pixelated look that Clown-chan and the rings have.

Good job!!

Very good game but a distinct lack of chicken head physics

Fun and addictive, I feel like the moons should move faster the closer they are to the earth (like how gravity works in real life). I kept finding myself trying to move the moons closer to earth to get them to move faster after I missed an asteroid, only to find that they don't.

Linking the lasers together is a very creative twist

epic game :sunglasses:

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I love the art style! But have a few nitpicks about it.

  • Most surfaces have textures but the grass is just a solid colour and I think it stands out a lot
  • The shadows are blurry which definitely does not conform to the game's art style. This can be fixed with a custom screenspace shadow shader that rounds shadows darkness to either 0 or 1
  • Specular highlights give a feeling of smoothness, which not all surfaces should have. For example, the specular highlight (and solid colour) in the 2nd screenshot makes the grass look almost like plastic. This can be fixed by adding a texture and removing the highlight. In the 3rd screenshot, the floor seems to be made of bricks or planks, but because of the highlight, it makes it obvious that it's just a flat texture. A normal or bump map would work well here

Otherwise very well done, the clouds are gorgeous too. I realize the game was made for a jam, but I'm sure many people would appreciate a post-jam version of the game

Lmao that was great

That was awesome! What library/language/game engine was it made in?

What did you use to make this, besides LOVE? I didn't think LOVE supported 3D so you must have used another library, right?

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Est-ce que vous pouvez mettre le code sur github, pour les personnes qui ne veulent pas télécharger le fichier? (désolé pour mon francais)

I'm in love with the music! Can you upload it somewhere, like on Youtube?