Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

lower third

69
Posts
2
Topics
108
Followers
11
Following
A member registered Jun 06, 2018 · View creator page →

Creator of

Recent community posts

Thank you it's nice to hear someone mention the pillars specifically, I'm happy with them as well :)

Yeah, the red blends in a bit with the enemies you are about to consume. I didn't want to make it too prominent but was probably left on the harder-to-read side.

(3 edits)

There's some background info in the GDD but its basically a compute shader that does:

  • A combination of boids and slime simulation for base behavior
    • Boids
      • Separation - steer away from close neighbors
      • Alignment - steer in the average direction of neighbors
      • Cohesion - steer towards the average location of neighbors
    • Slime
      • Leave a trail that trails and diffuses over time in a texture
      • Sample the trail in front in forward left and right directions to steer towards where the texture is brightest
  • They disperse a fear pheromone that uses the same slime simulation (they sample the texture in front of them and steer away rather than towards the brightest direction). They also pick up fear when they see it, making them place down more fear pheromone.
  • I added a system to draw obstacles into a texture that the creatures can also sample to steer to avoid obstacles (the big pillars in the game)
  • They avoid the player and increase speed based on the game progression, if the player is sprinting, how much fear they have etc
  • They avoid the bounds (just check the square distance from the centre is smaller than the world width / 2 (fancy way saying in a circle lol)

Those textures they use for the simulation are also colored and layered together for the map.

Thanks for the kind words, I actually had a ton of cool ideas to try to make the enemies more varied, the movement more interesting, controlling the creatures more (forcing them to group together by patroling the edge of the map and then sneaking in to kill a huge group in the middle with like a freeze ability) etc. Devil Daggers was definitely an inspiration but its an interesting inversion where you are trying to kill these creatures not the enemies and they just make it more challenging as you try to keep an eye on what all of them are doing.

Bonus meme - all the settings for the game simulation I ended up having:


Yeah strange you're the first I've seen have this issue so I don't really know how to help I'm afraid. 7900 XT should definitely run this fine so not sure whats going wrong there.

What hardware is this on? 

It got removed because I didn't sign in to my Google Play developer account for too long lol

https://i.kym-cdn.com/entries/icons/original/000/038/426/unboth.jpg
very nice game as always mr forest thank you I enjoyed gardening as "the orange fellow"

this guy really knows how to make nice video games, I sure would follow him if I were in your boots (i mean it, stop reading the comments and follow)

(1 edit)

I'll check when I get back from vacation, build hasn't changed and it was working before

Although we were super happy with how much we managed to get working for our first UE5 game, we have a major post-jam update underway to fix some issues and include missing parts of the game. If you have any suggestions, please comment on the issue list.

(1 edit)

Yeah we had a working hand icon whenever you were looking at something you could interact with and literally the last build we uploaded it randomly broke and stopped working. Post jam version is already vastly improved and should be out shortly after the jam ends.

The presentation is amazing and I had a lot of fun with it. For a short little game it can be a bit challenging but doesn't overstay its welcome!

I have never been more scared in my life, no man should have a 200k triangle fish

That was a really nice little game, you get to see a pretty interesting mechanic that doesn't overstay its welcome and the art is amazing!

Played on the windows version and had a lot of fun. It did get repetitive on the second playthrough, but for a gamejam game it had a lot of variety and was really polished!

This was really well presented and creative, nice amount of variation and quick to get through!

Pretty challenging for a game jam, usually here people try to brute force puzzle solutions since every game is 5min max and they get the short end of the stick for reviews. Still the game was fun at the start and great job getting this mechanic working in 48h

Really solid entry, could have been a bit shorter and got a bit repetitive by the end but it was a lot of fun!

Fun game, could have had the roll outcome icons stay after the roll so you don't have to read them quick but nicely paced and enjoyable!

For a puzzle game this was super well balanced, I had fun and beat the game in under 10 min

Probably the game I enjoyed the most so far!

Super polished game, I wish I could come up with simple ideas like this more easily. Just needed faster pacing or maybe more challenge like randomizing the holes!

This was charming and I had a lot of fun with just the basic gameplay, even if the diceroll outcomes weren't that clear while running and shooting

(1 edit)

Thank you so much! Feedback like this is what is really important from the jam, even if we don't get the rating numbers!

EDIT: Mark Brown is a literal god and our game is now part of the jam!

They are avoidable (in terms of how you play your route in the sequencer text adventure at the beginning).

In the game jam version, there is no way to go off-route after the sequencer closes but it was originally planned (along with a bunch of other nuances).

Thanks for the entertaining playthrough! Btw how did you find the game?

(2 edits)

Not only did we end up making very similar games but pretty much got the same LD49 results as well. 


Huge congrats fellow Mood 2nd place winner! (although this is for compo so its even more impressive)


Long live the moody nuclear incident games!

Well I uploaded the android build for you lol

(1 edit)

40sec ezclap, totally didn't play this for 15min

Thanks for playing The Volunteer on stream! Your game is a lot of fun as well.

Btw looks like we are both getting some promotion on itch as well :D

(1 edit)

Thanks for playing! The game was made in just 72h for a competition so as you can imagine we would have done a lot more if we had the time. We might do just that after the voting has ended!

I just find it funny how close someone got to our idea, turns out we weren't that original after all https://lower-third.itch.io/ld49

pic?

I made a port but but your finger hides the spaceship and there is no way to not fire the laser when you move the spaceship around so the game needs some changes for it

Thanks for the positive feedback and suggestion, I'll keep it in mind. The systems I wrote would make it very easy to add more levels and more enemy variations. I'm pretty busy but hopefully I'll have time to turn this into a full game at some point.

Hey chef, you're doing great. Keep it up. Proud of you.

At first, it was pretty PogChamp but by the end, it was widepeepoSad

Thanks for the entertaining playthrough and kind words!

Sadly that sector isn't in this gamjam version of the game. You can get an idea of what's inside if you fail either of the last two puzzles.

The full extent of the facility will be explorable in Claustrum (mentioned in the description).

Thank you for the kind words and I'm glad you enjoyed it!

I am actually working on the fully developed version of this game as we speak!

Thank you very much!