Yeah, it's strange how reality has turned out to be in many ways even worse (and much stranger) than he predicted.
Also, thank you! I'm glad you enjoy the work!
Hi, thanks for playing
Unfortunately something went wrong with the web build and the enemies all became non-functional, preventing the generation of more scrap via intended means.
You can still press 6 to generate scrap via cheats, allowing you to craft and explore the remaining environment.
Again, thanks for putting the effort in on this one anyway! It's appreciated.
The graphics for this were pretty nice and I like the mechanic of getting different abilities based on what surface you're on, but the camera had a lot of jitter and the ability switching and physics were a bit buggy.
I could see this being a really cool game with some more polish and expansion on the core mechanic though.
Really cool and fun game, great art direction and music. I wanted to keep playing to see the end but it was actually harder than it first looks.
If I had to give critical feedback it would be that some of the segements and enemy layouts kind of necessitate you losing health and sometimes feel a bit unfair, but I've done quite a lot of work with procedural maps in the past and know it's very hard to optimise difficulty with these especially when rushed.
Great game overall though!
This was really cool, great atmosphere. Reminds me a lot of the original Alone in the Dark with the creepy but very brightly coloured haunted house. I enjoyed it a lot but then ran out of ideas for what to do next after getting the jagged key and then I accidentally glitched out of the map.
Cool concept though, look forward to seeing how it ends!
This looks really cool, love how you've managed to get the map layout to fit together with all these rectangular rooms. The art style looks great too.
Is there going to be an on screen map to aid with navigation? I imagine the perspective changes could become a little disorienting during play (some classic survival horror games had problems with this). The Consuming Shadow does something with a similar style (which you may already know about as you've referenced another of Yahtzee's games) but with the perspective remaining consistent, because it's just layers of corridor rooms.
I can see the way you've done it allows for much more complex and varied maps though, which could let you get a lot more variety .
Hello everybody
I brainstormed a bunch of ideas but this one seemed to have the best combination of 'feasible in my tiny time limit' and 'could maybe be a decent game', so I'm stretching the concept of a roguelike pretty far by making a fishing game.
Features:
Thus far I have character movement and procedurally generated lakes down, having started last night. Hoping to get more of the interactive stuff in today.