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gekido

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A member registered Apr 01, 2016 · View creator page →

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A few that I'm tracking are:

Flax  https://flaxengine.com/

Stride https://www.stride3d.net/

and primarily learning Unreal so I can convert a few canceled Unity projects going forward...

ah ok yeah I thought I had squashed the settings enough for a 1060. Will keep that in mind for the next build!
Thanks again

ah ok - probably an intel built in - no wonder performance isn't great. Will see if I can tweak some settings for lower end cards like this.

Thanks again for giving it a try!

thanks for commenting! What kind of GPU do you have? Curious about the performance 

Awesome job! Great game!

Amazing work! Very well done!

Thank you! I didn't end up with enough time to optimize the build further, there's a bunch of unused stuff in there unfortunately.  Definitely have ideas to expand the gameplay a ton going forward after the jam is over. 

Thanks for leaving your feedback! Appreciate it!

(1 edit)

Thanks so much!

> I'm thankful that all those scuba divers left their oxygen canisters on the sea floor :)

I know right! Lucky coincidence ;P

very difficult...

the mouse movement was super slow for me, so just turning around was a pita. never understood what I was supposed to be doing and just died immediately so the whole 'crafting' thing was completely lost on me. 

took me like 3 or 4 times to figure out that there were traps on the ground - kept thinking I was stuck on collision geo in the world or something...there's no sound fx for things like this so it is very hard to understand what's going on. 

Neat idea, I like the control scheme, although of course it could have used some polish / instructions on how to play...

I think maybe letting the player hold the mouse button to power up your jump instead of being purely directional based would have been neat.

Too bad it wasn't finished, was a neat concept.

Neat idea, I like the control scheme, although of course it could have used some polish / instructions on how to play...

I think maybe letting the player hold the mouse button to power up your jump instead of being purely directional based would have been neat.

Too bad it wasn't finished, was a neat concept.

found the controls very confusing...since you are moving up and down on the screen, it feels like the controls should be more 'w' and 's' instead of A & D? I would have expected the player capsule (?) to be heading INTO the direction you are moving instead of rotated sideways...maybe this is just because I've played too many basic games with capsule player characters where the top of the character is the ...top, not the side like in this game...

The art is a very mixed bag, crazy detailed monster that chases you, but you are just a default Unity  capsule...there are a mix of super low poly rocks and higher-detailed ones etc...

Consistency in the art is pretty important. I like the chiptunes fwiw ;P

beautiful art, but found the combat pretty frustrating - buttons are so far apart and difficult to click on in time...

I don't understand what I'm supposed to do. Menu's overlap each other and are kind of confusing tbh.