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Diogo Müller

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A member registered Jun 09, 2020 · View creator page →

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https://diogo45.itch.io/cargo-hell

WELCOME TO CARGO HELL

You are a new-hire space courier and need to get to your destinations safely, but intergalactic space pirates are on your tail. On top of that, the space mail company that hired you is on a tight budget, so your ship has no weapons! Your only option available is a reflector shield which activates while your ship is moving. If you stand still for too long, it will deactivate in order to conserve energy, so keep moving if you want a chance of surviving!

Nice use of the theme! We also did a pirate game so love to see other ones!

Couldn't run your game :( ,you uploaded only the .exe. For unity games you have to zip all the contents on the build folder like Tank Twirl_data, monobleedingegde, etc.

Thanks for the feedback! In theory the speed boosts are both a hindrance  and a helping hand, but we maybe need to make that more clear. Thank you!

We're are planning on using a custom water shader for caustics with the pirate pack, also using the Particle Pack for ripples. Are we allowed to use this shader?

Ooohhh knowing that I'll definitely play again and be an awful captain!

Thought at first the joining thogether was the crew, boy was I wrong. Loved it though! The atmosphere with the creaks, the eerie narration and the texts slowly changing, just amazing, took me 10 in game days to notice I was in a loop. I didn't fail by running out of water or food, is there an actual way to lose? It would be nice to have like some type of measure, like subtle changes to the ilustrations

Didn't think burning down houses could be so relaxing!

This definitely should have more ratings, best iteration of the mechanic I've seen!  Very fun and gorgeous SFX and music, if there's one thing to critique it would be that you've to kill all the rocks before the next wave. If you could leave them it would add a little bit of strategy for the next wave, but overall amazing game!

Oh man this was very fun to play! The physics are very janky but it actually in  this case adds a lot to the fun

Great ideia comrade! We had a similar concept in our game and used the isometric view as well, it's like what LaFrite's commented, the best way is to go full 3D and angle the camera. There're some issues with shadow distance and camera movement but it's workable. Also loved the printing SFX, very satisfying!

I really like the concept and the art! Just wish that it was clearer witch unity or group I'm controlling, like a highlight around it. We did something similar in our game, to show witch units the player was controlling we presentend it in the menu, had a instructions tab and on the first level had it zoomed in on the group you were actively controlling.

Thanks!! We tried to maintain the minimalist style as much as possible, glad you liked it! As to the performance we implemented the Boids algorithm, regarded as the first in crowd simulation. The trick to it running well is kepping people just far enough away from each other, as the boids calculate their velocity and heading based on their local neighboors and also avoinding physics collisions as a bonus.

Really really fun to play! Only thing missing was some juicy hit and squash effects, other than that perfect

That's amazing! We actually work a lot with psychologists, mainly in giving crowd agents personalities and emotion and seeing if people can perceive it. Not much on brain simulation hahahaha, tough it does sound very interesting. We're definitely planning on continuing  work on Manifesto! And thank you again!

Thank you so much! We are crowd simulation researchers so the theme resonated with us

Really unique and cool art style, definitely sets the mood right! The first time linking the ship my heart skipped a beat, I think this is the first game of the jam I saw to use "Joined" as a bad thing, that creates such a tense situation traversing the whirlpools! Just one thing, the Created with GameMaker thing I had to install maybe will make people skip the game

The growth and linking of the threes are cool mechanics, I just think the game needed a better presentention. The story text is very long and unskipapple, and so is the tutorial, there's just information overload. You should try to either explain through gameplay or easing in the info as the game progresses

I enjoyed this very much! Really fun and hard, at least for me. Just a suggestions is to change the placement of the buy buttons, I dunno if I'm just dumb but I kept hitting ones that I didn't want. Also the visual style and art is really well done!

I don't even have words to describe how cute this is, the little phrases spread out throughout the levels are just the cutest! The way that Hoppy and Betty work together is great and it's progressively built upon and the same goes for the enemies, like when they start moving in the second level. And how each level has it's own distinct art style, amazing!

Oh man just amazing! Even cooler that it pulls from actual news of the day

Very satisfactory SFX! And the puzzles can get amazingly complex, really well done.

Clicks and Clacks 10/10

This is very satisfactory, the sound design mixes well with the space environment and feells very relaxing

Loved the use of metaballs! The music, art style and gameplay mix together nicely, very well done!

Dramatic! Loved how you can leverage how the spring connections work to push yourself higher, didn't find it as hard Getting Over It though :D

Very cool and original idea! Just missing a landing page but overall amazing!