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A member registered Nov 21, 2021 · View creator page →

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Could be a really interesting story here, even if not really my favourite genre.

Awesome game! When done with a full release, figure out some multiplayer so we can have 1v1 and free for all's

Congrats on doing the most important thing for a game jam: delivering something that works.

You would be surprised how many people don't get to that point. Next time add more levels maybe

Cool concept!

I see we had similar ideas in terms of handling graphics.

I would like to suggest a few more diverse ways of using the mechanic, I didn't get past the wind level, so you probably already did and I just didn't get to see it :( (there's no accounting for my lack of skill).

Nice project!

Great job! Got stuck a bit in the kitchen area, thought the cave was more boulders, but managed to get through and finish it.

Nice work!

Cool experiment, not bad performance. Still, a game it is not, and the theme is also missing

Pretty cool puzzle. Looks good, sounds good

Right off the bat, for some reason the UI is broken. While that may be an issue due to my 21x9 screen, not great. The exit or quit button is cut off, so I've no idea what's written on it. The restart button doesn't work. Other than that, great visuals, good audio, fun game. Maybe increasing the sliding acceleration a bit would make it more fun? 

Simple cute little game. Maybe a bit of feedback could be added when collecting/getting hit? Still, simple, effective, great job!

Tried my best not to get hit by the bird. Apparently impossible as far as I'm concerned.

Love the bird graphic after pooping on you. 
Improvement option: Perhaps a bit of more balancing work? Once I died because as soon as I started, an icycle dropped on my head before I was able to move out of the way. Bonus points for the whale

Does get stale after a little bit. Still, had fun exploiting the platform they don't seem to get to and jumping over enemies instead of shooting them, making them spin around, completely lost

Should have bundled both files together.
Related to the game itself: Maybe add a guide/tutorial screen to make it clear what players are supposed to do?

Unrealted to the performance issues, I've had an issue when I tried to do the actual "level design", because making it larger than test environment broke too many things. Took 2 hours to fix it by just making it much smaller and covering with trees and interest points for the rabbits. That left me with way too little time, so I just rushed through implementing item placement, traps, win/loss, the cold and hunger mechanic,  then switched some things around in order to get better performance (it was worse with original pathfinding) all within 30m, built it and uploaded barely before the deadline.

I'm sorry for that. For me it works, but even on my pretty strong hardware, it is stuck on loading for up to a minute. The issue is poly count of the snow field, as without it it goes down to around 5-10 seconds. 

Sorry for your experience, loading is an issue I still need to figure out, as I can't really get around the snowfield as of yet.
Did notice a random crash when I tested it a few minutes ago, investigating.

Still, had fun and learned a bunch of things during this jam. Do plan on playing with the project a bit more, as I've got some ideas to try out, + there are planned features I didn't get the time to implement due to the random 2h delay caused by too many physics objects (when I tried to actually do the level design).

Something I tried and worked was to change the alpha of the gradient of the texture used to draw the snow mask, and now it can be on 3 levels, which is kinda cool.

The main issue is the snow field there. Tried some other ideas on optimizing it today, no dice. Just can't get it to work without a high poly count (in the current case I think it was 256x256 (66k faces) or 128x128 (16k faces) subdivisions and having a large object pretty much always in view really tanks the performance. Also, I think the thing causing it to loading so badly is that it may be generating the noise at runtime. Probably should have saved them as images from the engine, similar to what I did with the tree mesh.

Did experiment with some other things in the video, mainly exporting the mesh and importing it as an actual mesh instead of an engine generated one (as that is heavy on the cpu), but it did not seem to help.