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A member registered Dec 19, 2020 · View creator page →

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Yeah, unfortunately I was aware of the movement bug. I just couldn't figure out what was wrong with it before the deadline hit. Thanks for the feedback!

I developed using the autohand package, so I didn't actually have an xrorigin. The package has a custom player prefab that doesn't use the xr tools (not as far as I can tell). But I didn't use a character controller either.

thanks for the feedback. I couldn't tell if that was a game issue or controller drift in my play, especially since it typically went away after a few seconds. I'm definitely looking into building this out as a more full game, as I've wanted to make a stealth horror for a while, and that's how I see this game working well. Unfortunately I don't know what causes the movement to break so much, as my partner never complained when he played it (also making me think it was just my controller drift). I do look forward to developing this style more, though with a full reset so that I can find that movement bug.

To see the controls for the game, look at the itch page for the submission. I put controls as well as explained the goal of the game in the description. Unfortunately, we did not have enough time to build those into the game, so it just launches you in on the only level and closes the game when you die / win. I also put known bugs on the itch page, and how to get around them, just didn't have the time to figure out what was wrong.

Unfortunately Unity doesn't have good settings for webGL builds by default. There's like one setting that needs to be changed, otherwise it doesn't load in most browsers.

Yeah webGL has issues in unity for some reason. The default settings are not the correct ones. Unfortunately, I can't remember what they are, but I know they're easy to find if you look for a video.

I feel like this is the prime example of focusing on art before developing the gameplay. I'd like to keep up with it though, going on the descriptions you've given it sounds fun.

I enjoyed it, though when the timer runs out, I feel like it would be better to keep the controls the same, that is, you still control the hammer guy and look freely. Another issue is that I didn't know how scoring worked until after the first level. Maybe I failed at reading the instructions menu though.

I agree, the dice should probably be the main source of points if you want the player to collect them, otherwise you can just get more points by avoiding them altogether.

Very much enjoyed. The elements are all different enough where it feels valid to have 4 of them. The assets are well made, and the procedural generation is well balanced. The dice rolling mechanic for upgrading abilities could have been explained a little better I feel. It took me a few levels before I realized that touching it is what caused it to roll. 

Very enjoyable, well done! With the random levels, there's an issue in that a spike and a key can end up in the same tile, but with 3 hearts it's mostly fine. I could see this being made into a full release if more mechanics/traps are added other than the spikes.

I was expecting jump scares and that kind of stuff, which I'm fairly resistant to, but the tone of the game was just scary on it's own. No need for jump scares. Fantastic, very well done, though in the blackjack game, it looks like it doesn't matter which button I press, both "hit" and "stand" will have me stand.

Fantastic, just a small issue in that (at least in the WebGL build) you can only see the controls for about 2 seconds. I had to play it multiple times before I saw that 'k' was for throwing.

FOV modification leads to a noticeable bug with the gun being cut off by the camera clipping plane. If you do continue to work on this, I highly recommend fixing that. The bullets also have a blood splatter no matter what you shoot at, very noticeable in the "Up" roll.