I took a look at your stream recording. Thank you for you for commentating. I hope to make some time in the future to add some extra features.
iCameron
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Over time I have done quite some Unreal tutorials to understand the fundamentals, so I can understand the basic stuff really well.
Ye, I have done both the blueprint and C++ courses from GameDevTV for Unreal Engine. They are pretty good. I found that Stephen Ulibarri gave the best Unreal tutorials, he also features in parts of the GameDevTV Unreal courses.
He also has his own mega course which I recommend for learning Unreal: https://www.udemy.com/course/unreal-engine-5-the-ultimate-game-developer-course/
And the tip is just to keep going. Try to have a routine where you dedicate some time for learning/practising.
Don't feel bad if sometimes you wanna do something else or can't figure it out - just take a break. Over the long term just try to keep busy with it.
Good luck and have fun on your gamedev journey!
Thank you for taking a look and sharing your thoughts!
It's a shame to hear it doesn't run as well - wasn't thinking that it would be that heavy. The Paragon assets look really good, but come with a performance cost. Optimizing projects is still a skill I need to study some more.
I recognize your name from the Stephen Ulibarri discord! Cool to see! I'm still on the grind to finish his great tutorials ;)
Thank you! I did the implementation in blueprints, since it's faster as a prototype and more easily adjustable if you wanna change things up. For a more real project you would probably do the core mechanics in C++ for organization purposes, which allows you to more easily search through the code as well.
However, doing it all in blueprints should be fine as well if you organize well.
If you wanna learn some more Unreal I recommend Stephen Ulibarri: https://www.udemy.com/course/unreal-engine-5-the-ultimate-game-developer-course/
Cool idea with the theme of controlling multiple characters and to solve a puzzle with this mechanic.
Great job on implementing! Was fun to play for a lil bit.
As feedback - I got locked on the level sometimes:
1. If you HOLD W as soon as you load into a level, you will walk on top of the level and cannot interact anymore with the switches and portals.
2. On level2 the blue robot can leave the level early. Which means if the door is still locked for the red robot, you cannot finish the level.
I don't think there is a restart button right?
Also in the beginning it was not clear to me that the portal was at the very end of the level on the blue squares. There is no extra visual for the portal, so that was confusing for me at first.
Awesome job on creating and finishing a game!
Ye, these issues can be easy to miss! That's why you have some play testers here.
I recognize the problem with time and wanting to do a lot features!
I had more plans for my project as well. I will probably return at a later time with some extra additions. There's always something more to learn and do.
Gamejams really show that you have to prioritize what you want to do.
Best of luck and have fun on your journey!
Great work on creating your own characters! That's quite an achievement.
Cool to see the combat mechanics implemented. I also made a fight game and wanted to make an alternative attack and block, but didn't have enough time for it.
Secret Tip to owning all the knights easy - hold space bar (block) while attacking - immune while you attack!
Awesome job on creating and finishing a game!
Cool concept!
Moving multiple characters was also of one the ideas that came to mind with the theme. Cool to see the idea implemented.
As feedback there was a bug I noticed, which happened for me a lot during level2.
When you enter the red square box. The menu UI for the next level shows up on the screen (Next-level-text).
When a character dies, the character XXX died comes on screen. This red text (died-text) dissapear after a bit.
So, whenever a character just dies before you enter the red-square box.
Both widgets are on screen (next-level-text & died-text). But, when the red died-text disappear also the next-level-text dissapears.
So, at that moment I could not proceed to the next level - since the text was gone.
So, whenever you remove text from the screen, make sure you don't remove too much.
Was fun to play for a bit!
Great job on creating and finishing a game!
It's definitely a hard game.
You always want to be on the move with the laser-enemies, and you wanna check your surroundings all the time with the homing eyeball enemies.
Especially the second level can be horror inducing with some jumpscares from the eyeballs suddenly appearing from the fog.
After a bit I digged the instagib vibe.
But can be prty discouraging with the hard resets for some. Especially cause it can be hard to tell by what exactly you died from / see the fast laser projectile.
I enjoyed the experience! It kept me on edge - which I assume you were going for with instagib - so well done!
Great job on creating and finishing a game!
Was fun to play your game!
Liked the laser mechanic you implemented.
As feedback it's quite hard to distinguish the red orbs you need to collect from the laser-resource pickup. And the black reflecting stairs make it hard to see that it's there and where it leads to.
Great job on creating and finishing a game!
Great job on creating and finishing a game!
It's cool that you were able to make 2D and 3D aspect in the game.
With the asset packs you get a lot of files which make your project very large.
You probably don't use all the files.
An easy way to initially reduce the project size, is to:
1. create a new blank project
2. migrate over the map from your current project to the content folder of the blank project. This way only the related files which are used will be migrated. So you'll only use the files that the project needs.
3. Settings such as the project settings won't be migrated over. So, you wanna check these settings. This includes settings like the default game mode and map.
Good luck on your gamedev journey!
You have nice action game here with some nice polish. I enjoyed playing it!
The sword swipes are looking great! And counter-attacks sound nice!
As feedback, maybe it's an idea to instead of using the ninja portraits to show what the enemies are weak too - use a more readable explanation which is related to the game world.
Perhaps let the player know the weak type of the enemy by a colored aura around the enemy. (Example light blue vs purple shadow, which also the ninjas use)
I feel this gives more flavor to the game world and the player doesn't have to look purely at the icons.
Overal I am very impressed!
Well done on creating and finishing a game!
Cool idea! I like the papers please eque like games with determining the right things, combined with moral choices.
The flavor with the enemies and story questions is great.
Very nice that you got the documents looking like this. They are very readable and the setting feels like you're at a desk.
The controls are working great.
As feedback which is pretty nitpicky. I first thought the red line I got was more orangy - so I tried to guess again. But, saw that my initial guess was spot on, since now I got a much lighter orange. Maybe it's an idea to add the colors to the instruction.
But then again, after trying once you now know how it looks like.
Well done on creating and finishing a game!
Cool concept with showing perspective.
Although the movement is kinda finicky. First I thought lmb and rmb would move in the direction I am facing.
But later on I found out that the snail moves to the location of the cursor clicked.
With this new knowledge it was much easier to finish the levels.
Since I was stuck for a long time. Especially at lvl1, I find level1 definitely the hardest level - this may also be caused by the glitched spots on lvl1.
These are some spots where you can get stuck at lvl1L
Lvl1 has some pro and cons as a starter level.
At first you think you will think you have to go around in a circle.
But then you notice the perspective of the middle thing and learn the game mechanic. This is a good thing.
This 1. Does show you that it's all about perspective.
But 2. You get kinda lost on how to achieve your goal.
The 2nd point in combination with some spots where you get stuck and cannot finish lvl1 anymore - I feel this is not the greatest starter level.
For player getting stuck, press K to go to the next level.
Well done on creating and finishing a game!
Cool concept!
The platforming can be pretty tricky and is challenging. But, in that sense also made me want to beat it.
It took a bit to grasp the concept, cause I think intuitively at first I wanted to match the colors instead of doing opposites and therefore just fell through all the platforms at first.
I found the best strat was to switch dimensions at the last second to still see what was going on in the different realm, and also get the platform to turn 'permanent'.
The checkpoints and permanent purple platform are a god's blessing for keeping the progress, cause it can be pretty hard to determine what actually killed you and you have to start over.
Especially in the last part. I wanted to speed through the last part, but if you run too fast the homing bullets of both colors are hitting you at the same time - so, you always die. So I had to go step by step at the end to not let the bullets spawn at the same time.
Also, I found later on that you are supposed to drop through the lasers right? At the last checkpoint I jumped on the left blue platform to skip all those spikes ;)
Was fun to play! Nice work!
Cool concept once you grasp the fusing aspect.
From there on you really want to get more and more upgrades.
And once you die you get to keep 1 of your best cards, feeling like you still make some progress.
It was a blast to play for quite a bit!
Great job creating and submitting a game!
Edit: I wasn't sure how to get money to buy new cards. But after watching your playthrough I see that there was a sell-section in the shop. And that were some secret upgrades. The secret upgrades are not as obvious - maybe putting hints for the combinations in hard to reach places is an idea. Was cool to watch - thank you for sharing your thoughts.
I wasn't sure what they keybindings were. I automatically press R to reload - and here that restarts the game, which was a bit odd.
Only from the screenshots I knew there were different guns, so I figured 1-4 were different weapons.
I'm not really sure I can kill or damage the red cubes - didn't get enough feedback to tell.
Unfortunately I didn't really get the point of the game - The title is 'Keep them Dead', but I wasn't able to kill the red cubes.
And when I ran through the map I just reached a dead end.
Nice job for succesfully creating a shooting mechanic.
Great job creating a game and submitting!
Great job for creating a lot of elements for a solid RPG.
I feel if you had a tad more info on your page regarding screenshots / gifs / description controls, etc. - more people are inclined to try your game more.
The music and atmosphere of the game is fantastic!
Great job creating a game and submitting!
Great job for committing to the pug-theme - hilarious. I like the touch on the crosshair and the flying cats when their pod is destroyed.
The explosions and smoke trails look great.
The movement of the tank feels very appropriate for controlling a tank - well done.
It's a fun lil horde game.
Great job creating a game and submitting!
I definitely like the cover art and the font you used. Thematically this attracted me to try out the game.
I like the concept of the game as a reaper cat and having abilities for certain actions.
Currently I just sprinted to the top floor and found they guy and killed him without any trouble.
Thematically I like the game. In game I didn't get as much game feedback to be fully amazed.
Great job creating a game and submitting!