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Quackpond-Games

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A member registered Feb 15, 2022 · View creator page →

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Thanks for the comment. I was planning that the energy running out would encourage the player to be more active with collecting the powerups. But of course, you can't do that, if you have no weapons to defeat enemies with. I agree with the enemies flying by. Since the player is not required to defeat them, the game allows the player to be way too passive.

You're welcome. I'm glad you like the game.

Great. I'm glad you liked the game. Thanks for playing.

Well then, I'm kinda stumped. If there is no override that turns vsync off, there might be a setting to force it on. But for that you'd need to look at your GPU settings. Unfortunately that's all I can say for now.

Is it possible that there is some override in your GPU settings? Does this happen with any other games?

This is very weird. As far as I know, there is no way to change the sensitivity during gameplay. The only place where it can be changed is the main menu, so I have no idea how this happens. Turning off vsync caused some issues with the sensitivity, so I would advice turning it on if possible. Does the sensitivity slider in the menu also get reset, or is it just the actual look sensitivity in-game?

Does this only occur when moving between platforms? Do the Linux and Windows versions stay in sync on their own?

Let's hope it stays that way. Bugs that happen randomly are the worst, because you can't really troubleshoot them by recreating them.

I don't know what could be causing this. No one else has reported anything like it. Does it always crash at the same point, or does it happen randomly?

Vsync toggle has been patched in now.

I'll add the option. It'll be in the next patch.

Thanks for letting me know. I made it so that if there is another turret near the landing site, it gets destroyed when the new one is called. Great find. This was a pretty wacky bug. I almost feel sorry for patching it out. If you need to contact me, itch.io works fine. Or if you want to, you can join the Gearbits discord. Active links to that are currently in the wave mode announcement on Steam.

Can you tell me which version you are using? This should have been fixed in the last update, so I'll need to look into it.

Thanks for reporting this. The game should count an enemy to the mission score, even if it dies of environmental hazards. If it didn't spawn, the game should only display nine pursuers as the objective. My guess is that it fell out of bounds, or the scorekeeping didn't count it for some reason. Both of these are something I've addressed in the development build. Unfortunately, the itch.io version is a bit behind. I've made a lot of progress, so I'm planning on updating the demo soon.

I implemented aim inversion today. It can be set seperately for each axis. Thanks bringing this up. I'm sure that it'll be usefull

I added support for windowed mode and resolution changing today. I don't know when I'll update the demo, but it will be in the finished game. I hadn't considered how the game would work on a non 16:9 monitor, so thanks for bringing this to my attention.

I just tested it. It should only be a few lines of code to implement, so I could put in the option.

Could you tell me your screen resolution? That might cause the text issues. Unfortunately, I don't have the resources to localize the game, so it'll only have English language text.

I haven't tested the game on an ultrawide monitor. I'll have a look and see what I can do.

That might be because the player can fly. So they have access to places that the bug pathfinding doesn't know how to get to. So the bugs end up just stayin still. Let's hope I figure out how to get the bugs to figure it out.

This is a few months late. But I looked into this today and seems like some of the UI elements weren't scaling properly with different resolutions. This should get fixed in the next build. Thanks again for reporting this.

Thanks. More is on the way! Look forward to it!

Thank you. Reporting the bug was very helpful.

I tested it just now. Looks like a bug made it into the build. I'm uploading a fixed version now.

Thanks. I did experiment with different control schemes for the thrustres a while back. None of the others felt quite right. But maybe that's just because I got too used to the current controls. I've been thinking about taking a second look, maybe as an alternative control scheme.

Thanks for the comment. I also agree that the health and ammo balance needs some work. I'll have to put it all into a big spredsheet and figure it out one of these days.

I made some changes to the script that sets the starting position for the player. That must have fixed it. I do have plans to make a discord and take testers eventually.  But that's gonna be a while from now. I'm glad that you're interested. I hope I'll see you then.

That is bizarre. So does this happen multiple times during the level? Does it happen near the start, or anywhere in the level? Thanks for bringing this to my attention.

It's mostly just "under the hood" stuff to make the game run more smoothly.  And also some cosmetic changes to make the UI a bit prettier.

Thanks for the comment. The health values will be changed during the development. All of the values, like item prices and weapon damage are in a mess right now. Thankfully all of the values are made so that they can be easily tweaked. Feedbakc from player is very valuable when trying to figure out the game balance, so that's why I encourage people to give feedback. The melee combat is something multiple people have pointed out, melee combos seem to be a highly requested feature. Also, you are 100% correct about how the mining melee should be a drill. I would have put it in right from the start, but I ended up settling for the placeholder beam saber. If I tweak the melee combat I'll definetely take another look at the weapons. Thank you very much for the feedback. This is very valuable.

Gearbits is a third person robot action game. It works like a third person shooter, except that you have rocket boosters for increased mobility.  And it's themed around piloting giant robots. I've been working on the game for a while now. I've just released  new update that adds playable missions. At this point all the basic system I want in the game are in place. Now I should focus on making assets and creating content. That's why feedback is very important right now. I need people to tell me what works and what doesn't, before I rush in and make a game that nobody wants to play. Is the game too hard or too easy? Do the controls work? I'd really appreciate if you could test the game and let me know what you think.

Get the game from here.

Thanks for the comment. I'm not sure what I want to do with the ammo yet. Right now I'm thinking of adding ammo pickups. But I could also design the levels so that you can manage with limited ammo, or just increase the ammo capacity. I originally had no plans for a melee attack or a horizontal boost, but those are something that several people have commented on, so maybe I'll look into adding them.

Yeah, there isn't much content at the moment. I still wanted to publish it to get some feedback on how the basic gameplay feels and to see if it was worth developing further. The response has been pretty positive so far so I think I'll keep working on it. Thanks for the comment

Thanks. Did you eventually figure out how to get money? It seems to be a common problem that players don't know how to collect their money. This may be something I'll have to address in a future update.