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A member registered Feb 13, 2020 · View creator page →

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Okay to the commercial use as long as it's not for any NFT/AI generated /Crypto-chain bullshit or similar nonsense and you properly credit me in some way

Complete license details are included in a text file in the download

(1 edit)

Hello;

First, I have two fixes, don't worry. I am not entirely sure why it was refusing to, the last version of Godot I attempted these in was pre 4.0, so I tend to think some import bug between the two versions. I downloaded the files from itch.io to see what was happening, and found two fixes:

First was simply to go into the import tab in Godot 4 and reimport with no changes. That allowed me to instance a scene from the glb file. The second was to reexport the glb from the source Blender file, which also gave me a correctly imported scene and working meshlibrary

I have reuploaded the asset pack with the new glb export.

I hope one of these helps!
                        
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Hello- my apologies! I thought I linked to the shaders I was using in Godot, but I linked to an unrelated github repo for Unity PSX shaders!

I'll update the page but these are actually the shaders I meant to link https://github.com/MenacingMecha/godot-psx-style-demo

They should work out of the box as shadermaterials

I didn't make any unity specific files but they should import and work just fine.

https://itch.io/jam/mini-jam-118-vampires/rate/1770700

Juiced presentation and I liked the anime feel from the pixelart to the writing to especially the music!

One thing I would like would be to not have the intro text start again because I died a lot on this as I often do with these kinds of games

Thank you! When I revisit this project for future development I will definitely add some form of visual feedback but it was my intention that the player would have to gamble a little on when to stop drinking blood (I was thinking of the scenes in the Interview with the Vampire movie where right after Louis and then Claudia were made vampires, they  had trouble knowing when to stop feeding). I might also add this as a perk for leveling up the vampire that you get better indications of when to stop.

Thank you so much, it was important for me to try and make the menuing feel more naturalistic and immersive!

I definitely agree that future iterations of this should have more readily available UI stuff and thank you so much for the kind words!

Yes, there is a time mechanic that progresses as you move around the town and take actions.

I wanted to keep the story open ended rather than imposing it on a player. The story is what you choose to do and how you do it.

I loved the cat vampire character because of course, the music was perfect and the controls were very juicy and non frustrating. You could make this a complete game that would be amazing.

The music and the feel of the game, eating the people and then getting away, really set a creepy and sad tone for me.

Adorable characters and plot.

The vagueness of the pixel characters adds to a creepy ambience along with good and juiced roguelike  engine. I love that this is completely engineless as well.

Without any instructions I had a hard time knowing how to get past the second/third enemy, and couldn't read the text at the end except "You died lol". Some introduction would improve the presentation, because I really liked the scenery and the character was animated well.

Great pixelart and mechanics with the flying. I think the difficulty should be adjusted a little, when you start, it's too easy to get killed while figuring the controls out and after you fly in bat form, there's no downside to not being a bat and it's impossible to not be killed. Maybe additionally levels or give the enemy a way to climb up to you.

https://redpyre.itch.io/nightvl
Game: Night: A Vampire's Lament

When I get some time I will install the newest version of Unity and see if I can reproduce what the problem is

I am not sure- the prefabs always displayed right when I reimported them, but that was some time ago and it's possible that Unity changed how prefabs from unitypackage files even import. Unfortunately I no longer use Unity and haven't for several months now, so my best advice is to just import the model pieces from the the fbx file since it will be set up almost exactly the same way.

On itch.io, the paid versions are included when you click download now and pay 5 or more dollars.