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RedMser

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A member registered Jul 03, 2022 · View creator page →

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Oh no! It may be that the game is just slow to load, since I’ve used the Godot engine for the web build. I’ve had reports of people seeing a black screen for a while before anything shows. Otherwise, not sure what I could do besides switching engine haha

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Thanks for playing!

  1. I’m curious as well, but so far each player’s solution that I saw looked different.
  2. It basically turns one puzzle into two smaller independent ones. Mainly a constraint from the Confounding Calendar. Makes it easier to solve a mistake without having to redo larger areas of the puzzle.
  3. Yeah. It basically randomly places symbols on each tile, then checks for each symbol in what state it is (so if a symbol wins, it marks the tile as white, etc.). Could probably be made more sophisticated to randomize tile layout too…
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One idea I had is maybe you have areas where you’re forced to be burrowed to proceed? E.g. stationary enemies with a large enough vision cone, or obstacles that are solid unless you’re underground. Also I think the levels had a bit too much space so you could always walk around an enemy, so maybe just increase the angle at which they can see you by a bit.

Looking forward to seeing more! :D

I enjoyed it, nice vibes. I kind of wish later levels got harder, e.g. by requiring multiple key inputs at once or something.

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Cute little game! I wish the underground stealth gameplay was actually necessary to beat later levels. As it stands, you can simply dodge all of the enemies even while visible, which defeats the purpose.

We’re using Git, but there’s a lot of “random” changes that happen when you save files even without modifying them, and those cause lots of conflicts if you don’t manually fix them (like UIDs changing, or position of nodes changing by 0.00001 etc.).

Not sure about the monitor thing, but it didn’t seem to be an issue for your submission anyway (I assume it’s a native executable thing).

3D pipeline is good in that you can now import .blend files directly without a glTF step in-between. But that importer has lots of smaller issues which make the pipeline really painful (worst one by far: having to restart the editor for changed meshes to correctly update).

Yeah, I assume performance would’ve been worse as a web build, so it allowed more complex graphical features in turn. The stutters are definitely related to shader compilation - we tried adding a shader cache scene, but for some reason those shaders didn’t get cached…

Was still a lot of fun to work with, and some of Godot 4’s changes are really worth switching for :D

Thank you!

We struggled a bit with the Godot 4 alpha, which caused some limitations, such as random crashes only in release build if the FPS weren’t limited to 60Hz. The alpha also does not support HTML5 builds yet, which we noticed too late… :( But I’m certain by the time it reaches beta a lot of the problems we had will get fixed.

How was your experience working with 3.5, any major issues on the way? With our 4 programmers sharing code + using the 3d pipeline, I assume it is a whole different world compared to a solo dev and 2d graphics! :D

I think red-blue color blindness is fairly rare, so that should be fine for most people. Only thing I would change to make it more intuitive: swap the two weapon selection columns in the user interface, so the left click weapon selector is on the left, and the one for right click on the right.

Love the tutorial screen haha. Overall nice work! :)

I really enjoy the art style you’ve been going for, great work! :)