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Loucsam

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A member registered Jun 16, 2022 · View creator page →

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Quite good for a Jam Game, with a good arty vibe. I wasn't sure what the horror side of it was(likely because I didn't get far enough in), and on day 3 I picked up a box before I laid down the pallet and that meant I was stuck, as I could not put down the box to pick up the pallet. Game over. An unexpected technological menace?  Well done anyway, especially if a first effort into UE.

Subscription payments for anything are a scourge on mankind. That is my opinion. One payment, that's it. You make me keep paying, you don't get a sale. It would have to be very, very, very exceptional for me to break my rule of going subscription based. Stop continually taking my money for it. And especially stop taking my money for it if you know I am no longer logging into your site and using your services. No scruples most people who accept subscription based payments. Or they make it difficult to break the payments. Sorry, clearly not a fan here(of the subscription based ideology). 

Thankyou Beregon. Cheers.

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This is my submission:
https://loucsam.itch.io/wheel-of-ms-fortune
It is not finished yet, and won't be finished by the end time. I would like the extension please. I  submitted an entry a week ago. I will attempt to put in a newer entry but it still isn't a complete game. Cheers. 

Oh and I misread, didn't realise the submission period had ended, timezones suck lol. So I didn't in fact get a newer submission in then before the end lol.

Does it affect butler uploads?

https://www.pcgamesn.com/amd/fsr-fidelity-fx-super-resolution

It first came to my attention with the game Kayak VR, as a beta tester. They have made the game look and perform better in VR, so I investigated, and it took me under an hour to have it installed  and running in Portal Connection.

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I think the general idea is you should see anti-aliased output from from aliased input, along with an FPS boost, and AMD have graciously made this work across all modern GPUs, regardless, of being AMD ,or NVIDIA. It should ignore GPUs that aren't supported, but that list is small.

You are too kind master Scalawag. Thankyou for the comments.

Hi and thankyou for commenting. 


The pieces which don't move are relics of attempting randomisation of placement of the pieces, which I ran of of time to finish, and also to clean up lol.  Also my 2d radar kind of sucks, it so short distance and forward detection , and at the speed the ship is travelling it is of no use. I'm in the midst of implementing a 3d version, and whole of map detection, but now concerned finding pieces will be too easy. I'll try balance that with more enemies. Regards.

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Hi and thankyou for the expert opinion, and playing of my game. I've changed the game within 5 minutes of reading this to implement antialiasing, and wow it made so much difference. I can't thank you enough. I've tried FXAA so far, and will experiment with temporalAA and MSAA to see which is better. Never even played with AA before now lol.

The pieces which don't move are relics of attempting randomisation of placement of the pieces, which I ran of of time to finish, and also to clean up lol.  Also my 2d radar kind of sucks, it so short distance and forward detection , and at the speed the ship is travelling it is of no use. I'm in the midst of implementing a 3d version, and whole of map detection, but now concerned finding pieces will be too easy. I'll try balance that with more enemies.


Regards.

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Invert controls will be added very soon (after Jam(now done)). Holding down w definitely speeds up the ship, to 150 speed. Extremely subtle mouse movement controls the direction. S will gradually slow it down. Toggling V will change the view.

Thanks for taking a look and commenting. Cheers.

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Thankyou for taking a look and commenting. Highly appreciated. I'm not sure how fast you were travelling, but holding w you eventually speed up. S to slow it. 150 I think is the max speed.  I'm hoping to eventually implement some sort of extra short burst of speed, after the jam is over.

Thankyou for taking a look and reviewing. Much appreciated. I'm not sure how fast/slow you were going, lol, but holding w you eventually speed up. I'm hoping to eventually implement some sort of extra short burst of speed.

Hi, thanks for taking the time to write up some comments. The key to flying is very small mouse movements. I'll add flipped mouse controls later too. I'm also going to add a flying course through suspended rings. More of a reason to kill enemy and turrets, actual health damage to the player etc.  3d radar. As the enemy danger levels will get higher through the levels, the skill levels of the player, and weaponry will have to improve. So I'm thinking it will go down the rogue lite path. 

As soon as the jam is finished I will be working on ways to improve how to find the pieces, a better, and 3d radar for starters. 

Thank you for playing and commenting. Cheers.

Minimalist design is often good. An enjoyable enough game. I didn't read the instructions before hand, yet eventually found the right keys to control it, and the gist of what to do.


My suggestions:
-Very subtle grey lines in the white board to help your eyes line up with the blocks just that little bit better. 
-On hover, make the red or blue blocks transparent so you can see through to the the arrow directions better. Or, place a temporary transparent coloured square as the square to where it will move to as opposed to the arrow. Or raise the arrow, all the way to the top of the cube. (in other words, make it easier to see, when it can't be seen))


p.s. ALT F4 is not an acceptable way to ask players to end a game. :)

No problems at all with install or graphics, looked nice enough. Performed flawlessly on my RTX3060.

May I suggest you watch this video, to get around the 1Gb limit on itch.io, yes a bit late now.

It involves using a utility called butler, provided by itch from the command line. This video makes it pretty easy to follow.

Regards,

Max

Yeah Far Cry series start to end FTW here :)

Certainly advanced coding or plugins going on in the background here, so kudos to having the knowledge to being able to massage this into something playable. It took me a while to work out how to use it, and I couldn't work out how to rotate the water dispenser which seemed a vital thing to need to do. There's a decent fun game waiting to be made with these tools. Good job for a week's work. Well done. 

I'll certainly add a control flip key press asap, after the jam.  Time constraints prevented me adding it. I didn't finish a heap of things I wanted to get done in time. Cheers for taking a look at my game. At the moment the pieces are hard coded in the same spots, and in future they will be placed in random positions, as well as a bunch of new levels Thank you for taking the time to comment..

I have to admit, even after playtesting 1000 times there were times when it was hard to find some pieces lol. I'll change the radar type after the jam to scan the whole area to make that side of things easier, and balance that with the need to have to shoot enough turrets.
Thanks for taking a look and commenting.

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Thank you for playing and commenting. So much more to do, there was so little time to get things done, so this was a bare bones effort to get it working, and far from my satisfaction. High on my list is to change the radar type to one that scans the entire area rather than a small forward area.  In future there will also be a need to shoot down enough turrets before finding pieces, and I will make it clearer what you need to find. There will be a countdown timer and multiple levels, as well as a just free roam shoot the enemies. Hopefully I can get some enemy ships shooting back. Cheers.

p.s. I might have left in a cheat key, press Z to initiate the central tall building to fall away, uncover the portal and enable it, then you can fly through and finish the level.

Quite enjoyed it, and the theme was on par. Would be nice to zoom the camera out a little if that wasn't already available. I wasn't quite sure I was making it to the exit if I hit the green spot? Excellent job. 

Well, this surprised me. I'm more a AAA high end graphics FPS game sorta guy, but I quite enjoyed this, and completed it. Simplistic, no explanation necessary, yet fun. Congrats.

I could last longer in the game if I actually did nothing. Took me about 5 or 6 games for something to react to pressing space, and then it was accidental. I couldn't hook up more than 2 before running out of time, so I that wasn't much in the fun factor category. I wasn't really sure if I was hooking up the correct things, but they hooked up, so they must have been? Very nice art style, and obvious connection theme going on.  I found the controls difficult, mouse would have been nice, but that's my style. Nicely done. 

The innovation, art direction and theme were all great. I felt the starting levels needed be simpler to get warmed up in. For example, missing a beginner difficult jump in level 2, meant making another difficult jump just to get back to start again meant I didn't persevere beyond level 2, despite it looking to be a promising mechanic. Maybe I missed something obvious.  Looks like it could be a fun game if I persevered, and had a bit more dexterity, or a friend lol. Congratulations.

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Thanks for checking out my entry. See the image above, of the portal, one of the blue pieces in it.  The radar can detect the pieces, but you have to be a bit close to the pieces. I will modify the type of radar so it scans the entire area rather than just a short distance ahead of the ship. I didn't have time to fix that aspect.