What exactly is an idle game?
hertzrat
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Thanks. Its been a pleasure talking with you. Please feel free to message me on discord any time with any game related topic you find interesting. Your website says you are making a game? Edit, I also see a drive thru rpg link. I was considering making a pen and paper rpg for free rpg day to promote my game. Big tabletop rpg fan, mostly osr these days
Strange, I'm using a 1080 with a ryzen 2700. At 1440p, I never got lower than 50 FPS just now, and ususally it was over 60 or 65, with everything on max. I guess we know its not pixel bound at least. It would be better if the min number was 60
Thanks for all the notes, they are really helpful! After a few more bugfixes or critical features, I'll look a bit more into instancing and whether I can't get the twig people's triangle counts down a bit further without mangling them
Played it with xansd. She'll split the money with me, won't she? Edit: there is one enemy with a looping death animation. The respawning enemies made it a bit confusing to figure out where you had been already. The character controller feels alright for melee strafing, but feels very good for running forward while steering. That's unusual (in a good way) and I bet you could build on that to make a running/movement-driven melee game. I played it a bit extra because it was fun, reminded me of diablo or gauntlet legends a bit
A few people mentioned the UI acting up. I just wish I could reproduce it. I'll look into it some more tomorrow.
The lighting isn't built, you're right. The lightmap resolutions are leading to some really weird looking baked lights in some areas. I'll try to disable the text
You mentioned lag: what are your computer specs? We are aiming for 60fps+ on a gtx 1060+, although we dip into the 50s a few times when testing here. If you are getting bad performance with an equal or better card, let me know and I'll optimize things better. I think its draw call bound at the moment, so that means some research about hierarchical instanced static meshes this or next week!
This had a very strong opening. The creepy door with the blood was great, and the lightning was well done. We had some trouble getting into the vent for some reason, and found that the variable framerate + turn speed actually gave us a little motion sickness. Besides that, it was neat and the final room was a fun discovery
It was pretty creepy how the rooms were identical, and the music was working really well. Performance was mostly good, and it was fun. We were not sure if we had finished it, or whether we were just lost, so if there is an exit we were not able to find it. If there was an exit, it would have been helpful to have an explicit "the goal is to find the exit" on the screen somewhere (or maybe we missed it?). The Very Scary room had nothing in it, which we weren't sure if it was a bug or not. Oh - the outside of the manor was very nicely decorated. Overall, nice work!
Thanks for playing!
there is an unpredictable bug where the world in level 2 loads too slowly and so you fall through it. It’s caused by the voxel plugin. Is that what happened? Usually, reloading once or twice works. If that isn’t it, let me know
For the combat on the island, thanks for the feedback! You can run from every fight except the first one by the docks if that helps. Ill ask you more about the controls on discord
Replayed it after the V2. After having it run smoothly, its one of my favourites from the jam. Felt like a creepy fairy tale!
Honestly, if you kept working on this, I would look forward to playing future versions
Some notes:
- the characters seem to move at 1.5-2x speed on slopes
- some of the stairs are pretty bumpy.
- the camera controls could use a tiny pinch of interpolation to smooth them out a bit
- the light/dark flickering near the house near the end looked alright close up, but from a distance looked more like z fighting than special effects