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Lowscope

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A member registered Dec 04, 2017 · View creator page →

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No one to play this with locally unfortunately, but it does seem like a fun concept to play against someone. Well executed in terms of mechanics & looks. Nice job!

Personally when playing I expected the cyclops to eventually squash enemies. Like snake but then gaining points by having your tail hit stuff and grow, and it becoming hard to navigate.
After reading I saw it was possible to do a main attack.

Main difficulty increase here comes by making it hard to see what is happening because of the size of the cyclops and screen shake. While navigating towards the food without hitting enemies.

Theme implementation is solid, and its fun to play for a couple loops. Well done!

Nice concept! Initially it was a lot of information to take in at once, seeing zombies rushing at your house. Screen becoming red. Eventually i understood you can switch items using the scroll wheel, and then noticed you can attack using an item.

What would make the game more interesting eventually might be that you "build up" for a freezing night. So you gather stuff to build your defense. Instead of a continuous flow of mobs.

So like, during daytime you are 50% faster with everything, and you can see it becoming darker. Once its dark you are slow, and get damage by being in the dark. In order for you to survive and your house, you would have to reinforce it. Anyway, these are just random thoughts, maybe it sounds interesting for you.

Good work on the jam!

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Fun game, I like how you can skip parts of the track when you are lucky.
Managed to beat hard with with 14 strokes, could have been better* if I didn't miss the skip


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Nice first prototype, I get the type of game you are going for. Just played a game against myself to get an idea of how it works.
The game might become more interesting with more mechanics, so there is a additional layer of strategy added to it.

Imagine the planes having specific movement rules and such. But also the ability to hinder the other player from reaching similar goals. Enabling the players to outwit each other would make it very interesting.

Good job on the release!

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Interesting concept, that weapons/characters have different ranges and that you have to strategize your next attack. Difficulty ramps up very quickly. I think I did well on my first try:



Nice work on the game. As for improvements, I'd personally work on a bit more feedback on retrieving characters, maybe that you gain them once you step on the tile.

Aside from that, having a way for the player to pace the tempo of the game might be the most significant change. So everything updates once the player does an input action. (Maybe this already happens? But there is some delay on it) Tailoring the game speed to the user.

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I like how ridiculous the concept is (in a good way), the face on the truck really sells it. Nice job Valor!
So far all my trucks have had broken hearts :(

Interesting concept. Initially I had trouble finding out how to keep it all under control.
After reading the how to play it started to make more sense to me.

Maybe having just small icons next to the shooting could help indicate if something is fast/light or slow/heavy.

Aside from that, when extending the concept, you could even decide to make it a one-input game where you really have to time the location of your shot. Nice work!

Sorry about the difficulty! I should have added some kind of lives system.
Didn't have enough time anymore for that in the end

Nice twist on the theme. Good job on the release!

Not sure if you want this feedback, but what I would try to do is:
* Ramp up the speed a bit more
* Make the player more distinct
* Add ways to fight back
* Maybe have the plants be a gray/transparent color. To exacerbate the
feeling of progress even more.
* Maybe start the game zoomed in on the player, and have the camera grow over time?
Would fit the theme as well.

I get the concept for the game, in fun factor it was a bit missing for me.
Although, to be fair its hard to make stealth games like these very fun. Might also be personal
preference on my end. Execution of other elements was done well.

Some feedback:

It isn't really clear its a "Marking" you place on the tree.
Having some sprite to indicate that its being retrieved would already make it a lot more clear.
I was initially spamming Z and X to see if it worked or not

Fun game, felt a bit like having the gravity gun from Half Life but then in 2D.
Growing and shrinking features were also pretty neat

Had fun spraying down planes and growing, killed the boss on the first try.
Well done!

https://lowscope.itch.io/supaplex-3d

It seems that exporting does not take the order of elements into account. Instead it is done alphabetically.
Is there a way to get the JSON exported in-order of the elements in the last?

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When creating new property types, it seems I'm unable to remove any previously made values.
This happened for me when having a "Reference" value at the end.

When changing a field, and switching an element. It does not apply the changes. I have to click away first and then switch.

GridlessDB community · Created a new topic Feedback

Hi Radmatt, cool application you got going here!

Currently using your tool, hopefully it all goes well.
I do have some points of feedback:

* When doing file extensions (when selecting a path), it's for instance possible to put dots in front of the extension name
For instance, ".prefab". This results in it searching for "..prefab" and finding nothing. Maybe it's a good idea to remove any dots from the extension text when entering it.

* Would be cool to have relative paths for each entry. Relative to project is already a neat feature.
I guess I can do one path per database. Although having it more customizable would be cool.
I'd use favorites instead, but I have no idea how to.
 
* For file paths, having a option to just fill in the object name instead of the full path would also be cool.
Maybe a "file" property? Or just a checkbox would suffice

* I often use F2 to rename files, it's not available right now in this application

This is what I can come up with right now in my initial use.
I'll place more comments in here once I've found more nitpicks.

Anyways, great software you got going here. Keep up the good work!

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I just played your game. Didn't manage to finish it. The "That giant is tough" map was a bit too difficult for me.

In terms of feedback, In general I think you did a fantastic job and managed to create a full blown game during the jam. Quite impressive. Also showing good improvement compared to your previous jams.

Regarding the game itself, the only feedback I have are minor things:
- Such as the fog on the winter map being too dense
- During the force field tutorial some of the guys got stuck within the force-field forcing me to wait for it to end.
- Maybe you can add a skip level button (Sorry if I glanced over it if it exists)

In the end I think the game would function quite well on mobile. This game seems to tick all the boxes for it, and I recommend trying to get it on that platform. You could use pinch for zooming, swipe for moving and tap for doing your general things. Etc.. Anyways, great job on the game!

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Hey people, couldn't get everything I wanted in within the time frame (1 week jam, solo). So it's a bit short & sweet. Spent a little too long on the art & testing of mechanics. This game will maybe give a glimpse of what could be a bigger dungeon/racer shooter type game.

Thanks for the feedback and playing the game! Yeah I agree with the tube length and checkpoint. 

Alright, I've uploaded a version now that has toggles for Ambient Occlusion, Depth of Field and Motion Blur.
I think toggling off AO will give you the biggest benefit. Toggling the other options may help as well.

Okay, this is good to know. I'll add some additional options that can help with performance.
Such as turning off ambient occlusion. Which should help a lot

Hello Silverhawk, I've uploaded a release candidate version of v1.39.
Could you please test it and see if everything works in order? I've migrated the project to a newer Unity version and
added post processing effects. I'd like to know your thoughts on the current change.

Hello Silverhawk, I will be releasing a new update for PC, hopefully done this week.
This will include some small visual tweaks to the game.

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Hello Techyy, currently no new features are planned. Only maintenance patches and such.
Eventually there may be a V2 (free for existing users), that is built from scratch that supports both 2D and 3D.  However those plans are still far away for now.

Hello Terry, for me the demo allows inputs. I've tested it with Chrome and Firefox.
Have you pressed the center of the input bar? It might be that your browser is preventing input somehow.

Hi, due to how the asset store works people only get notified when there is a version change.
Version 1.04 is the same as 1.03 with "RPG FarmingKit 1.03 - Patch 2.unitypackage" applied.
I will add a new zip file that contains all latest changes to avoid confusion for new users.

Hello Lulu,

The downloads are listed by version, in case someone is using an older version and has already done a lot of changes themselves.
Just installing the latest version will suffice. I recommend installing these files:

RPG Farming Kit 1.03 - 2019.2.17f1.zip 9 MB
RPG Farming Kit 1.03 - CropFix.unitypackage 2 kB

Hope this helps!

Hello Caronila,

I've just tested the package on 2019.4.5f1 and everything seems to work fine!
In case you are upgrading from a lower version, I always recommend making a backup of the project, just in case.

Hi, if still possible, I'd like to submit these:
https://lowscope.itch.io/rpg-farming-kit
https://lowscope.itch.io/supaplex-3d

My apologies, I've just uploaded the latest version on itch as well now.
If you want to have the Unity Asset Store version, just send me an email to info@low-scope.com

I've uploaded the latest version now

Hi, my apologies. I tought this was already done. I will update it within 1-2 hours!

Thanks, I aimed a little too high during this jam. Also took me 2 days to get to this idea. All the basics are in, but the fun factor isn't really realised yet unfortunately.

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Supaplex 3D is now in early access! A remake of the popular Dos game Supaplex from 1991.

About

For those who don't know this game, it used to be a popular Dos game that was developed in 1991. It was a difficult but rewarding game. Many levels require you to think thoroughly before making any move.

The main character is called Murphy, he is the red blob-like character. His goal is to reach the exit of each level, in order to do this he must collect enough infotrons (atom like objects). However, in order to collect these objects you have to puzzle your way though levels where you have to think before you act. Making it a difficult but rewarding experience.

This version contains all original 111 levels and attempts to have all the features of the original game. But also tries to improve upon it.
It also contains a build-in level editor that allows you to create and share levels with friends!


Link to the game page


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Link to the game 
https://lowscope.itch.io/tiny-gems

Summary 
Tiny Gems is a small & simple retro game.
Your goal is to complete levels by collecting enough diamonds for the door to open.
While you collect the gems you have to avoid hazards such as spiders and boulders. 

Features
 The game features 30 levels. And has 7 different skins.
It includes a level editor that is designed to make it easy to create and share campaigns with friends or the world.


Interesting find!

Sorry for answering late again. Things have been very chaotic lately.
I won't be able to implement this into the project directly, due to potential licence issues (No licences specified).
But it is a good resource nevertheless.

Currently there are other resources I need to attend to before continuing on a update for the kit.
I will do my best to free some time in early 2019 and implement a A* solution with your given resource as reference.

Hope it is going well for you so far.

Thanks you for sharing your findings!

Hi Chris, my apologies that it took this long for me to see this message.
For quick contact info@low-scope.com is the fastest means of communication.

Your research sounds like a correct approach.
At what part of the process are you at the moment? I'm willing to help you out on this.
I agree that it would be a good addition to have proper path finding in the kit.

This might also be worth looking into, in case you are in a rush of getting something working.
https://forum.unity.com/threadsnavigation2d-official-thread-use-unitys-built-in...