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mclabs15

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A member registered Aug 07, 2020 · View creator page →

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This is a cool idea. I didn't get it at first, but it turns out first person is quite useful when something goes behind a building. Go figure

Glad you liked it! My first priority was making the controls simple and intuitive and making gameplay feel smooth and satisfying. The enemies definitely need some work, though, like you said. A lot of people have said that the enemies kill you too abruptly/unexpectedly.

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I assume you're referring to the slithering effect, right? The head constantly tweens between its current angle and the target angle each tick. The target angle is the angle towards the mouse + sin(time)*n

When moving, the snake accelerates in the direction the head is pointing. 

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This is a great little game. Very atmospheric. It's pretty funny how the slain enemies fall over like cardboard cutouts. 

I do think it might be nice to be able to look around though, since enemies can get behind you and start shooting at you.

https://mclabs15.itch.io/skelepede Tada

Visually, the game looks great. I'm not quite sure what the advantage of the movement system is, though. It would feel less clunky if you could just move freely with the mouse or WASD or something.

The puzzles, music, and SFX were all really well done. My only real complaint is that the respawn animation is too long. 


In Godot, when you're using pixel art, disable the "filter" in the image's import settings to prevent them from being blurred when you zoom in or scale them up.

I had to remove the SFX for the browser version because it was having some audio glitches and stuttering that I couldn't quite seem to fix, but they're still there if you download the desktop version

Some of the NPCs will shoot at you, which will kill you if the skull gets hit.


I wanted to expand upon the boost thing a bit more and add a size/score counter, but I ran out of time haha

The map is procedurally generated using simplex noise and a few other shenanigans. In order to get the organic feel while also dividing the regions into square-ish sections, I have a second noise layer that I sample at a low resolution and apply on top of the first layer

You played the browser version, right? I just uploaded a new version that should make it run more smoothly. Unfortunately, I couldn't seem to fix the choppy audio issues, so I just muted the sound for the embedded game.

I suppose it may not have been clearly communicated, but the player only dies when the skull is hit by a projectile, so you probably just got hit by an enemy really close to you or something.

Ah, thank you! It took me forever to get the snake bones to render correctly haha

yes

yes

Pretty slick and fun to play. My only real gripe is that the barricades are a bit hard to see when they're moving so quickly. It might also be good to add some situations that make you feel more inclined to use the pause.

Am I missing something? Even when I pick up the key, trying to unlock the door does nothing

The game is fun, but it might help to give a clearer indication as to whether or not the player can boost. Without that, it feels a tad unresponsive. The visuals looks quite nice

It's a simple concept, but very well executed. Like Frogger, but more relaxing. Nice art as well.

With a bit more content, this could easily be a fully-fledged game

https://mclabs15.itch.io/orbthief

I managed to salvage what I had into some semblance of a game