Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Lyrabird

12
Posts
20
Followers
A member registered Jun 21, 2023 · View creator page →

Creator of

Recent community posts

thank you, i'm glad you enjoyed it!

the idea for that tunnel was just something that sprung to mind to make that transitional area more interesting, but immediately after i thought 'wait ocarina of time did this.' so while it wasn't an intentional direct reference it's definitely what implanted the idea into my head haha

i don't seem to be able to reproduce the vsync issue. my camera code isn't frame rate dependent so i'm not sure what's going on there. i'm on linux though, so maybe it's platform specific? (my windows testing concluded at "it launches, ready to release" whoops)

as for getting stuck, my collision work was shoddy as a whole. in the spot you described there's no gaps or anything you should be able to get stuck on, but there's a bunch of hastily thrown in overlapping shapes that Godot's physics engine seems to struggle with haha

i'd like to keep my game jam projects as nothing more than that, so while this game will remain the buggy bodged together mess it is i'll definitely keep these things in mind in future projects. thanks for bringing them to my attention!

thank you! that's exactly what i was going for so i'm glad i succeeded in that haha

reel fishing 99 & knuckles featuring dante from the devil may cry series coming some time before the elder scrolls 6 probably

thank you, glad you enjoyed it! the cabin is a reference to my previous game, where you can very much enter it, but there's no way to enter it here.

the first one is just a regular player-sized hole in the wall's collision, followed by a seamless teleport into an identical but 10x scaled up version of the same level haha (told you it's all seamless teleports!)

the hallway was really the only complicated part programming wise, but it's just cut up into pieces that're added and removed on demand just out of view, with each piece having 2 doors that spawn a random room when opened. there's nothing behind any of the doors until the moment you  open them, and as soon as a hallway piece is out of view it and its attached rooms get removed from the world, but saved in memory so you can return to it and it'll be in the same state and place as it was when you left it.
the way they can occupy the same physical space without clipping into eachother is because of a silly convoluted and probably abysmally slow shader i wrote, which just discards any pixel that isn't covered by an imaginary rectangle  placed inside that room's doorway (hope that makes sense). also, only the room you're currently inside actually has its collision enabled, so that solves the problem of bumping into invisible objects from other rooms.

if you're curious and brave enough, the full project files are public, but i'd strongly advise against using it as an actual learning resource since it's a horrific mixture of me never having made a 3d game (or anything more than a simple single-screen prototype) before and obviously this being a game jam so i just hacked everything together as fast as possible.

wowie, so glad you like it!

this is now the game's totally intended and only objectively true meaning, thank you

thanks so much, glad you liked it!

is there any particular effect you wanna know more about? i can say 90% of them are just some form of look-away trigger and/or seamless teleport haha

thanks, that's high praise! i'm relieved to hear you like the sound design. it's an area i had absolutely 0 experience in and i kinda forgot it was a thing until the last few days so it's all quite rushed and i wasn't sure if people would like it.

glad you enjoyed it!

the whole thing was developed on linux, and i only even tested the windows build through wine, so it only made sense haha

thanks, glad you liked it!

i can definitely see the similarities between our games! the constant sense of unease and not knowing what's gonna happen next your game invoked is exactly what i was aiming for with mine, so that's really cool to see.

as for influences, as another comment made me aware of there's quite heavy inspiration taken from cement mixer simulator 2003, as well as the creator's other creation hendecad. those are the main 'standalone' walking sims i recall playing, but mostly i've watched and played a lot of weird garry's mod maps and vrchat worlds, a lot of which can have similar dream-like vibes, especially if you just take some time to sift through a bunch of random ones just to see where it takes you. also, if you're looking for dream-like vibes then there's no better place to look than actual dreams you may have had.

thanks for the kind words though! glad you like the crusty visuals, and any comparison to superliminal is high praise in my book.

oh wow. during the creation i can't say i was thinking of any one particular game or piece of media (just a hodgepodge of all the different walking sims and wacky gmod maps i've seen and played), but i've played cement mixer simulator 2003 in the past and looking back at it now, subconsciously a lot of ideas and visuals from that game definitely made their way into mine. especially the hallway and panopticon looking area look very similar to an area from cms03. the panopticon was inspired by what i thought was dream i had, but now i'm not sure if that dream took imagery from cms03, or if that "dream" was cms03 haha.

either way, i'm glad you enjoyed my creation!