Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

hexeaktivitat

11
Posts
A member registered May 09, 2020 · View creator page →

Creator of

Recent community posts

really really neat, the RTS aficionado in me really dug the concept, especially how it blends macro-control with micro-control.

left/right being flipped was hard to wrap my head around but realizing that I could just treat it like QWOP after I got going helped

first play: what

second play (after I read the instructions): leaderboard status babey

nightmarish flashbacks to paperboy...

this is actually really fun, would love to see it fleshed out

I did not know I needed a terminal fishtank until now

I haven't been this mad at rats since the last Etrian Odyssey game I played lol

I have no idea why the wizard is an absolute tank and then MVP but we'll take it

that UI is so slick honestly

not sure what I was supposed to be doing (if anything) but I now wish to listen to autechre for some reason

I like the movement, having to deal with momentum in platformers is always pretty fun. I have no idea how you would be able to progress without being able to climb the broken ladders unless there were walljumps/climbs or something, but then that just makes it a puzzle platformer, which is also good

absolutely neat concept, would probably work really well with a sound voltex type controller. would also be a fun plugin to have around in a DAW just in general.

fun stuff! I did notice that the handling was awkward (this might be the fact that I never played Quake when it was a thing; Half-Life was the first FPS I played and that played around with the Quake engine a fair bit I expect). my most successful run largely involved me standing still, which made it a lot easier.

some thoughts as a postmortem for my own benefit

  • most importantly: i set out a specification and more or less followed it. i don't think i like the IMPLEMENTATION of the specification, but I did exactly what I said on the tin, and within the time frame I expected to spend on it.
  • for this type of game assets feel a lot less important than content and I feel like I got the priority swapped, leaving something more important (composition and sound design) to the wayside well before I should have. most of the time I spent with it during the week was trying to get the gameplay framework established before adding the actual content (you know, the part of the game you actively play).
  • in relation to the content point: i do not feel like i particularly like putting together "levels", as those are structured content with a specific design in mind designed to trick or challenge you. i love PLAYING a well-designed level and understanding how it all works together. actually putting that sort of content together? lol nope. i also don't want to make Sick Beats but formless ambient so like. yeah. not as good a fit as i would have liked.
  • that point is being made less to be self-deprecating and more to point out to myself that trying turn-based or system-based gameplay would likely feel more coherent to me than trying to forge a guided tour of challenge design.
  • bevy coding ergonomics feel awkward for this particular type of game, where something needs to happen at specific, fixed intervals that aren't aligned to the bevy's internal Time structure. it was easy enough to use Stopwatch/Timer to keep the internal BPM ticks aligned with each other (and I was very happy that I got the LEDs to blink in sequence and repeat the way they do) but either my system design isn't great (likely) or bevy internals make it difficult to make quantization of the sort needed possible. FixedTime could work but only if it's mutable inside the game itself; tempo changes necessitate an alteration of the internal game clock. i will not be remaking Rez in bevy to find out, i can tell you that much
  • i don't feel happy about the project but at least I hit a finished point with it