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shredder.ct

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A member registered Sep 30, 2018 · View creator page →

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if the text is not respecting the resolution its possible I am rendering text on the scaled up version instead of the true size. but I am trying to render everything to a 160px x 144px image then rendering the image to the upscaled camera so unless I set the UI target to the wrong camera render it should be respecting it. The default camera should be the low res so unless I accidently manually set it it should be rendering to the true resolution and then just upscaling to the higher res

yes, we need to have a better way to say what key goes to what, we couldn't land on a way that we all liked before the deadline. The first key opens the door at the top of the level, leading to the basement. Then you will find a key down there that opens the bottom door on the first floor that allows you to go up stairs to grab a key that opens a door in the basement. there is a shortcut stair way to bring you down to the basement. when taking those stairs the door out is locked but the key is right in front of it. when you unlock the door into the basement it gives leads to the way out and you win the game

Thank you! Our audio guy is a big pokemon fan, he also did the level design and some of the art

Mac's are weird, there are system settings that seem to effect it like text size and stuff but I have not found a actual setting combo that fixes the issue on mac. Mac's will need to wait till after the voting for the full fix

this was fun, a bit hard to understand the level at first and how the player can interact with it, but Awesome Job!

yes, I kinda wish it played the text faster though. Nice game!

is that an easter egg at the start of the game where you can drop down into the ground?

Lots of issues, but I like where you were going with it

This was a lot of fun!

Thank you! we had fun making it

Thank you for the feedback!

The first key you find does not open the first door, but there is another door on the first level that it does open. We did talk about ways to make it more clear what door they open but in the time limit we didn't come up with a way we liked. We tuned the ghost and spiders down from what we originally had due to some feedback but I think we made them a bit to easy.

thank you!

my only lead at this point is I can reproduce by simulating slower internet leads. atm that doesn't make sense to me since it should have everything loaded at the start but maybe its streaming in stuff instead. idk, im using a engine named Bevy and building for wasm for the first time using it.

Glad you Enjoyed it! I am looking into the lag issue so next time we wont have it.

you can send it to shredder.ct@gmail.com thanks!

I am sorry to hear that all the issues you are running into.
I picked the resolution because its still less than half the height of my resolution and didn't think about looking at the avg of other games. For the lag we have found that the audio lag can be caused by lower internet speeds, we should have used a more compressed format than wav. for the loss of frames we have a issue on the movement that makes it non-pixel perfect that causes bg jitter, do you think that is what you are seeing? if not would you mind sending me a recording so I can look into it more.

Thank you !

I think we have found the main issue. Please make sure you don't have any zoom set besides 100%

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We have had some people report that their browsers are not framing the game correctly. in rare cases it makes the game 100% not viewable in others it is just smaller.  Most people see it just right so we are still looking into the issue. It doesn't seem like a browser or OS issue since the issue has been reported in all and also reported as working in all. I can send you a standalone build if you tell me your OS

I wish we saw the issue before the end of the Jam but it worked on every computer it was played on by the team and the people we sent it to for feedback throughout the week

Thank you so much!

The feedback on the spider was discussed by the team and we ended up leaving it how it is for the final release but it only actually effects the player in a small window of the animation.

Interesting that there was some stuttering/lag in the basement & second floor. everything is loaded at the start. When you are in the first floor the basement and second floor are loaded and running.

The character sync with the music was not done on purpose but we noticed it too and loved it!

Thank you for you lovely feedback 

Thanks for the feedback! Sorry there is no fullscreen option. I ended up having to do more than I expected. I programmed the engine and a good chunk of the game my self and also ended up doing some of the art and all the level design. The options menu I wanted to add in ended up not making it in along with three more levels that I did design but was not able to polish/implement everything/balance. You can however upscale the window by running it with a -s <scale> argument. For example, if you are on windows open up command prompt in the location that you extracted the game and type `./GravityFlipper.exe -s 3` This will make the window 3 times bigger

Run it with the -s <scale> argument to up size the window.

Thanks for your feedback

Fun Game!

You can upscale the Game by running it with the -s <Scale> argument.

I don't think I have seen the character Careening horizontally before, but I did find by watching some people play after submitting that if you spam the gravity flip the collision box will start moving away from the character :( there is also a bug where sometimes you get stuck on edges. I think this is because we are adjusting how much force we are using to move based on if you are on the ground or in the air and we are using Raycast to check what we should do and when the center of the character is off the edge then it starts applying the in air force and I guess we changed it last min to where its to weak to over come the friction of the ground.

K is a left over feature that we didn't actually end up liking. It turns off gravity.

Thanks for all the feedback

The player can jump by pressing W

did you install OpenAL?

Thank you for your feedback. You can upscale the game by running it with a -s <scale> option.
We had a tutorial but removed it in favor of the controls on the frame. The K button turns gravity off but it really just made things harder and wasn't really needed so we didn't list it but it never got removed.

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There are some pickups, some enemies, and buttons to press.

Not all the levels / enemies we designed were solid enough for the final version but we might put them in afterwards.

Thanks for watching the video and providing feedback!

not knowing how to play is the biggest feedback we have gotten and we really should improve on that. Thanks for the feedback and compliments 

Thanks,
I didn't get to uploading the version with collision. My main goal here was to see how well I could do writing everything from scratch and not using an existing game engine.

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J is the equivalent to the gamboy a button. Pushing j will select the currently selected menu item