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Darkgecko777

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A member registered Feb 10, 2024 · View creator page →

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I'll get this out of the way, the controls were infuriating.  It would feel more intuitive to use the keyboard for all directions since there was no mouse cursor to indicate my rotation value.

That aside, it was compelling gameplay.  Consistent look and a fun execution of concept.  This definitely seems like something worth pursuing.  I happen to like stealth games in general so it scratches a particular itch there.  

I think this was a phenomenal example of leveraging basic art and music.  The simplicity of it compelled me to play because it was incredibly obvious what I was meant to do and I could just focus on doing that one thing which made upgrades factor into how I could do that one thing better.  Loved the increased pace of the music at each level as it really heightened the sense of tension.  When I saw the first yellow guy I was like, oh crap this just kicked up a notch.  I could picture something fleshed out with content that revolves around this gameplay loop.  Very good work.

Appreciate the feedback.  All these art assets were from a few different bundles from the Unity store as it was in no way feasible to generate something like I had in mind in the time I had.  The palettes were dissimilar and I didn't tweak them for resolution as I hadn't even settled on a consistent pixels per unit by the end of it.  Also any application exit method does not seem to work in web browsers I've found but perhaps there is something I can code in to work for that, I just hadn't intended for the game to run in a browser until the final day lol.

For scope choices I only went through one day but I'm planning to revisit this in the next jam/bootcamp.  I have a vision for this as a full fledged game where you track the impact of your choices both in terms of your character career/story and the well being of the Kingdom.  I felt that this jam version was something in the way of proof of concept.

Did you try it in fullscreen?  When I first loaded it I thought it was broken but it worked as soon as I put it in fullscreen.

Yeah the one day was a scope choice since this was in fact the first game project I've completed on my own. It was difficult to create a game that was anything more than proof of gameplay concept in the time allotted with my current skillset.  I wanted to having something discrete and functional.  I have some ideas for how to expand it further in a modular fashion so I will revisit this with the upcoming Bootcamp.  With respect to choices to not adhere to instructions, I plan to build up to different outcomes based on choice, probably with some branching outcomes at the end.  The idea is you'll have a career path (guidelines), a personal path (wealth), some story paths etc.