Thanks, man! Yeah it’s definitely not a short game and it takes a while till you start getting answers lol
Shakles
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Nice, sounds good! I would recommend Godot instead of Unity, though. If you want tips for my style, basically just do a lot of volumetric lights, high contrast lighting, and play around with colour. If you’re trying to make a horror game, the high contrast lighting is really going to help if you’re just starting out because it hides detail and really helps keep things creepy without needing to make a tonne of high quality models. I’m definitely more of a solo developer right now, I would say.
Hey, that definitely does sounds quite interesting. The underwater setting is quite a cool idea, I actually really like that! I definitely don’t have the time to get into any more projects right now, though. I would highly recommend that you have a go at it, I think it would be worth it, as a learning exercise if anything :)
Thanks, I posted this way after making Tôtem in the hopes of making a remake of some sort in the future. It’s a really old game of mine. I wasn’t really expecting responses, but just on the off chance people have played it having some feedback is good. And yeah i do plan on posting some big stuff soon.
Hey! Yeah, audio files aren't included separately. But here, I made a Google Drive folder with some Creaker audio for you to use: https://drive.google.com/drive/folders/1RlcWPW26F3YGs8Z9uVyj5LN1KN4Gbd3R?usp=sha...
I don't have exact pitches, so unfortunately i can't tell you what the audio pitch scaling is or anything. You'll have to figure that out yourself or make a new scale.
Also, I don't remember the attribution, but it's from freesound.org.
Thank you so much, that means a lot! I read every post I get on Itch so no need to be worried about me not seeing it :) I’ve said before that I don’t really intend to do much with the game, and that’s roughly how I feel about it now. I’m usually pretty interested in doing other things so going back to Tôtem feels like a step back unless I find a good reason to do so. I might be coming up on a reason to, but I promise nothing, I’ve learned that the hard way with Carnavâl.
Wow thank you so much, that’s some of the highest praise I’ve ever received :) I’m glad you liked Gallerie though, it’s a very meta project for me because literally every aspect is driven around the concept of art and echo chambers, including me while I was making it since so much of its development was driven by echo chambers. Gallerie is one of the most controversially experimental projects I’ve done and seems to have provoked intense reactions on both sides which is kind of stylistically amazing (I’m referring to the asmr and difficulty lol). The game is made in Unity and the volumetric lighting is done using the High Definition Render Pipeline, which supports all sorts of crazy stuff. I do it by adding a little volumetric fog in the scene and then adding key lights with the volumetric light effect cranked all the way up for them. I also put a cookie/texture on them of this video I cooked up of a kaleidoscope effect, I think that’s what really makes them pop. As for VR, well I don’t actually have a vr headset to play around with, so whenever I do release Gallerie on its own and I manage to get my hands on a vr headset I might give it a go. Actually, I have an Oculus DK2, but it’s very out of date, so never mind. Anyway, thank you again, cheers!
Hey man! No update on anything next. I'm kind of taking a break from making games for the moment to focus on other little projects, so you might maybe hear from those but nothing will be posted on my itch.io for a while, tho I still do have big plans to make more stuff in the future. Tôtem-like games aren't really in the plan, but who knows that might change
Hey!
I'd like your opinion on this game because I'm interested in using it for another project, perhaps a remake. I intend to integrate whatever I do into the Tôtem universe, too.
Uncleft is a game I started back in late 2014, when I was 15, and only really finished in 2018. It was made in Gamemaker: Studio, then migrated to Gamemaker: Studio 2. The game is old and a little glitchy, but I had an absolute blast making it and I hope to perhaps remake it sometime in the future, but I need your thoughts on it.
Feel free to post literally anything you would like here.
The goal of the game is to create a sense of constant improvement and progression while also giving a proper challenge in a dynamic, but contained environment. There are 3 boss fights in total (1 half-way through, then 2 at the end), and a ton of content with a nice amount of randomness to make everything feel unique every time you play. I want to keep the randomness, but I'm a bit unsure about the actual progression because it feels maybe a bit too hard
This game is old and glitchy, but I had a blast making it and I hope to perhaps remake it, but I need your thoughts on it first.
All I need is your opinion on the game, where the flaws are, where the strengths are, etc...
Thanks!
Shakles
Yeah, I've gotten this exact comment so many times over the years lol.
Unfortunately, currently there aren't any plans to do a performance update. The performance issues come from more deep-seeded and complex issues because I made it back when I didn't really know how to properly code and stuff. Disabling shadows and bloom would make basically no difference. Actually, you would probably see the most performance increase from a simplification of the display screens and other random things. In the future perhaps, but not soon, since I would most likely be reworking everything. Maybe try running the game with your monitor's resolution a little smaller for now, I guess?