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George Steel

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A member registered Jun 12, 2020 · View creator page →

Creator of

Recent community posts

Thanks. If you’re curious how I made the refraction effect efficient, I added an article explaining it to the game’s Github repo.

https://github.com/george-steel/bowfishing-blitz/blob/main/README.md

The graphics are beautiful.

What kind of system are you using, and were you running anything else simultaneously? A few other people have had mouse lock issues, but I haven’t been able to reproduce the problem on my end.

I finally got to play the Windows build and quite enjoyed it.

Sadly I couldn’t get past level 2 due to the bug. It looks like this has a lot of potential though and I look forward to seeing a fixed version.

Thanks for reviewing. As this is my first game, I decided to stick with a simple minigame concept and improve it as much as I could within the time of the jam. Making a pot model that could shatter properly was quite an interesting exercise. Between the modeling and working out the math for the water and the destruction effects, I went through quite a bit of graph paper during the development process.

I also intended this game to be a tech demo for the refraction effect. If you’re curious, I posted an article about how it works both here (as a devlog post) and in the Github repo. There is indeed some fun and interesting math involved.

I do want to add fish in a post-jam version, but didn’t have time before the deadline.

Here’s mine: https://itch.io/jam/acerola-jam-0/rate/2579027

Here’s mine: https://itch.io/jam/acerola-jam-0/rate/2579027

I was definitely inspired by the rail-shooting minigames in Twilight Princess when making this. I’m glad you appreciate the pot design, it was my first time making a model with custom textures.

Here’s mine. https://itch.io/jam/acerola-jam-0/rate/2579027

This one is quite good. https://itch.io/jam/acerola-jam-0/rate/2583071

Cool story with a beautiful presentation and original mechanics. I would love to see this turned into a longer version.

The Github page for my game now has an explanation on how the refraction effect works.

https://github.com/george-steel/bowfishing-blitz

Here’s mine. https://itch.io/jam/acerola-jam-0/rate/2579027

Here’s mine. It’s a rail shooter with underwater targets and physically-accurate refraction that you need to account for when aiming.

https://itch.io/jam/acerola-jam-0/rate/2579027

Here’s mine. It’s possibly the first game ever to feature physically-accurate planar refraction. https://itch.io/jam/acerola-jam-0/rate/2579027

I went with with the optical version of the theme, but used planar refractive aberration instead of chromatic aberration. My game is a rail shooter with underwater targets, and thanks to refraction, objects in water are deeper than they appear, and you must adjust your aim to where the targets actually are.

This is possibly the first game to feature physically-accurate planar refraction (using a new rendering method), so as well as being a realistic simulation of optical aberration, it is also a divergence from the usual mechanic of game water being a transparent sheet that can be aimed through like it wasn’t there.

https://itch.io/jam/acerola-jam-0/rate/2579027

I’m glad you liked it. I originally wanted to add fish as moving targets (as well as the static pots) and a boat model for the camera would ride on (that you can’t shoot through), but didn’t up implementing them due to time constraints. Perhaps I’ll add them in a post-jam version.

I made the mistake of trying to extract one end of a chain of deposits and ran of fuel before the drone could extract the last one. I think this needs a way to interrupt and retrieve a drone early (only returning resources for the deposits that are completely finished).

Cool idea. Unfortunately the level complete menu tends to crash (it did so twice in a row after level 3 for me).

This is truly the GOAT of chromatic aberration games. A great little puzzle.

An interesting twist on the merging game genre. I got both endings.

I just gave yours a try, here’s mine. https://itch.io/jam/acerola-jam-0/rate/2579027

Cool concept and art. Too bad I couldn’t finish due to control issues (web version). I’ll have to give the downloadable version a try when I’m on windows next.

Here’s mine. https://itch.io/jam/acerola-jam-0/rate/2579027

I originally planned to add fish as well as static targets, but didn’t have time to add them. I decided it was better to stick with the classic pot-smashing action and make sure it was polished. Maybe I’ll add fish in a post-jam version.

Cool little game. Excellent abuse of RPG maker.

Cool, I did font rendering in a shader as well, using SDF bitmaps to support window resizing. https://github.com/george-steel/bowfishing-blitz/blob/main/src/shaders/ui.wgsl

Here’s mine https://itch.io/jam/acerola-jam-0/rate/2579027

I did my own models and shaders (I actually wrote my whole render pipeline on my own), but stock sound and composited together stock textures (targets use a baked composite using custom masks, terrain uses splat mapping and distortion). I focused mostly on my shaders, using some quick placeholder primitives as assets until fairly late in the jam.

I ended up creating what might be the first-ever non-RTX game to feature physically-accurate water refraction, effect which involves a lot of custom vertex and lighting shaders and a pipeline organized around them.

https://itch.io/jam/acerola-jam-0/rate/2579027

I made my game wothout an engine in Rust and wgpu (a wrapper around Vulkan and DX12) with a custom render pipeline, quite possibly creating the first non-RTX game to support physically-accurate refraction (which I’ve turned into a core mechanic).

https://george-steel.itch.io/bowfishing-blitz

Source is available at https://github.com/george-steel/bowfishing-blitz

Thanks for playing. I mentioned your problem in the rust gamedev discord so hopefully some more familiar with winit can shed some light on the situation.

I’ll have to look into that. Mouse lock worked on Win10 and I don’t have a Win11 machine to test it. I wonder what could be causing the different behaviour.

The controls are brilliantly cursed. This is basically like VVVVVV’s “not as I do” meets Hollow Knight pogo mazes.

Here’s mine. I managed implement refractive aberration into my rendering pipeline as well as turning it into a core game mechanic. When you try it, remember that objects in water are deeper than they appear.

https://itch.io/jam/acerola-jam-0/rate/2579027

https://itch.io/jam/acerola-jam-0/rate/2579027

The visuals and animations are gorgeous. It controls quite well and it if fun top chase the rabbits.

Cool game. The animations and art style are beautiful.

Cool concept. I keep dying on wave 2 as well as I suck at evasion. The enemy ships remind me a bit of Babylon 5 shadow fighters. Was that a direct inspiration?