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lucasmerlin

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A member registered Dec 03, 2023 · View creator page →

Creator of

Recent community posts

Thank you! Yeah, sometimes when two eyes get you with a lasso it gets really confused, but I did usually end up somewhere on the track again after a while of randomly flying around haha

The colliders are where the wheels touch the floor 

Awesome, looks great, I love the animations! 

Awesome! This looks great, I'd love to play this with more players. Did you do a load test to see how many the server can handle? 

The tunnel is a trap!! Very fun game though :) I've always wanted to experience the pizza delivery driver feeling.

And a awesome physics engine you made! 

Very cute game, I love the soundtrack! I managed to collect quite a fortune by building a pyramid, until my whole building flew away, killing all babblers :(

I like how crowded it feels with all the ants, or at least how crowded it felt until they were all dead. I tried to kill all the ants that looked like the one I got from the first clue, then I tried all the others hoping that would let me progress somehow and now I'm feeling pretty sad standing here with all those dead ants around me. Did I miss something or is this all you can do right now in the game?

Also the movement was a bit janky, jumping up got pretty frustrating

That was fun! I just wish it was possible to zoom out so you can actually appreciate the orbital mechanics in the game. And I agree the hud looks fantastic!

Thank you! I actually intended to add a final level where you have to do as much damage as possible but unfortunately there was no time left for that

I wish I could go through my own backlog this quickly 

Thank you for your nice comment!
Yes, level 10 is the last one, I forgot to add some kind of congratulations dialog on the end. 

Tricky towers also was my obvious inspiration, very lovely game. And you should try making a physics based game, bevy_rapier worked really well and it was easy to get started. Up until day 5 the game didn't have any graphics at all and only relied on rapiers debug renderer, which made it super easy to prototype the game. Getting the feel and weight right took me a while though.

Unfortunately too many magnets made the physics somewhat unstable so I had to reduce the amount of effect blocks, but I definitely turned it too low.

The glue blocks glue to any block it touches, and it "hardens" once the block rested for a moment. I guess there should have been a visual indicator for that.

In the levels without height tape, you have to reach a certain block count to win.

Whoaa it's so pretty! I've always wondered how you could make a game centered around boids, this is beautifully executed

(1 edit)

I love the animations! You might want to add a hint somewhere that Q / E rotates the pieces, I don't think that's explained anywhere

I really like the animation when the ghosts are sucked in

I'm getting a wgpu panic on Chrome on MacOS / M1 :(

wgpu error: Validation Error

Caused by:

    In Device::create_bind_group_layout

      note: label = `FogMaterial`

    Too many bindings of type UniformBuffers in Stage ShaderStages(VERTEX | FRAGMENT | COMPUTE), limit is 12, count was 14

(1 edit)

Yup, also panics for me (browser version on MacOS, in chrome)

Here is the error in case it helps: 

Caused by:

    In Device::create_bind_group_layout

      note: label = `ProgressBarMaterial`

    Binding 2 entry is invalid

    Features Features(VERTEX_WRITABLE_STORAGE) are required but not enabled on the device

Edit: Tried the native MacOS version and it crashes on startup :(