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JAWagner

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A member registered Jul 27, 2021 · View creator page →

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(1 edit)

Took me two weeks to get these to work, but I've been trying to create fake 3D space in this fully 2D game so that I could give him actual stuff to jump on.
My original build couldn't do anything like this, and it's going to create a whole lot of possibilities for level design going forward. He's always been able to jump, but there was almost never any reason to until now lol.

I wrestled with the logic and had to rewrite the base code, but I feel accomplished. Now to rework what I've written to make it more scale-able and junk. I fall into pits with my code where I'm too excited to create new things that I forget about good principles, but that's changing.


The tank fight is pretty challenging and well designed.

Shooting the gun feels slightly unreliable, though. And I mean when it's not in cooldown mode. Like, it doesn't always shoot.

I feel like the gun's movement should be faster, too, personally, but maybe you mean for that to be a powerup at some point.

https://jawagner.itch.io/metroflux

Keep volume down, if you can. The BGM might be a bit loud since I only just started to integrate sounds.

It works too slowly in the browser, so you'll need to download it.

I'm about to rebuild in a new version of Unity since the last time I tried to update the editor, the whole game bugged out. I'm sure it has something to do with the way I organized my scene, but I need a fresh start. It's time to do things more professionally.

Once the system is fully figured out, I'll basically get to just build the game for real.

I'll probably keep the two buttons separate since I don't want the interact button to interfere with the transition button. If I want to put a switch right next to a door or something, I don't want that to be a problem. 

Played through the demo and I'm into it. I dig the Steven Universe inspired art and the "main character with anxiety" idea is pretty new. I'm sure that's going to go in an interesting direction.

Only nitpick is that I feel like the two-color tile puzzles at the end of the demo were easier to solve than the single-colored ones in the beginning. It was more obvious which tile was next when it was split between two colors. Just a thought.

Cool stuff so far!

Most of the gameplay will involve exploration, puzzle-solving and general platforming. There will be "enemies", but it's going to be more puzzle-like with how to defeat them. 

The layout of the demo shouldn't be taken too seriously, it's all just a workspace for me to figure out the system and I thought it would be fun to share it with people. I'll make a real demo someday with more to do.

Keep on working, friend!

Thank you for that. It's nice to hear people like it. I'll update it periodically, so check back sometimes if you want.

Well, this is going well.  XD

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I've tried a few things I read online to get the game to run quicker in the player, but nothing's worked so far. Any ideas? Any common problems that you know solutions for?

If it's slow in your browser, please download the project and give it a try.

As for the game, this is just a sandbox of all the features I've built so far. There a quite a few unfinished sections and a few bugs that I'm aware of, but this should give you a pretty good idea of what I'm trying to do. I want this game to be huge and to play like a metroidvania, but slightly more linear than your typical metroidvania. Backtracking and branching off into new areas will mostly be about secrets and reveals. Multiple endings will probably be a thing.

Let me know what you feel about it. Tell me things you'd like to see in a game like this, from a gamer's perspective. Is it fun, is it not fun? Is the art okay? Lay it on me.

https://jawagner.itch.io/metroflux?fbclid=IwAR3fRDQa7tJRs9RRYd8VFrk6CLUnoBrCdMls...