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Slrrr

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A member registered Aug 30, 2021 · View creator page →

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some different ways you can beat 1 of the levels

oh congrats on putting something like this out there

accidentally uploaded the universal render pipeline sample scene, think it should be good now.

i liked it, was clever.

how'd ya do it?

it looks real nice! i might need training wheels though or maybe i should look up the places

it's a nice challenge but the turrets rate of fire might be a bit much with the camera and lack of room to avoid the shots

the enemy snake's head might count as a wall then

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q didn't work seems like f brings up the inventory. i might not be able to deselect or switch to an item from inventory. in the office there are some spots where if i walk off camera i can't go back. didn't regain control after talking to the dude in the meeting in level 3.

woah, really cool. something in the main menu really made my computer act up at the beginning was fine after i reloaded it. i couldn't figure out how to use items like the broom or the fire extinguisher after grabbing them, i just used the level select to get passed the storage room.

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might be a little too hard because of how slow your bullets are at the beginning and how hard to see the enemies' are, not to mention rapid fire spreader enemies that aim at you are a bit overwhelming, but it's very well realized and more fun. just 1 spread kind of makes it more overwhelming and harder to aim, getting a lot of damage ups isn't good either. upgrades changing your look is super cool! dieing once just makes me want to start the level over.

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nice twists but man it's hard to get the speed boosts from the computer player, would kill it and it'd just respawn closer to it. your extra lives don't seem to work either

i really liked it, not grading it cause i'm only starting the capstone project course later today, but it got me looking forward to it. what you want is the player childer script for your moving platforms, i think you can just add it to them and you're good. i managed to get out of bounds by taking a block moving up and down but was able to get back in cause terrain can be climbed thanks to just jumping against them no matter how low you set the slope limit, i wouldn't use it for blocking the player alone. i'd also suggest messing with your lighting to get the players shadow directly under them, only way i found to do that in the universal render pipeline is having a stronger top-down directional light and weakening the others, for other render pipelines it looks like you can use something called projectors.

the death pit or is there something i didn't notice?

i turned off my player decoration to get the camera to behave better, it got messed up after i built the game.

construct? haven't heard of it before. the 3d platformer course i didn't feel teach me much new but i guess it's handy being able to do some modeling  from unity directly. haven't started the capstone project yet but overall i like the courses, helped me get my nails under the tape and understand other tutorials for unity.

nice! my favorite of the projects i've played

nice music, you make it yourself? if not i think it still suits the game anyway

wow you made a lot of games, what you think of the course?

i liked it

woo, enjoyed the demo! looking forward to it

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np about late replies.

coool, sure add me. my discord is Slrrr#5131 wonder if it should put it on my profile page or edit out of this post later.

i haven't looked too into ui stuff, should learn how to have a page open at the start of a level or inserting signs.

oh and about the level select you have to do the changes in the prefab.

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added a newish level and power up. only updated the browser version

You give the most thorough feedback! no one else mentioned anything specific.

The disappearing blocks on level 1 threw me off but it answered something I've been wondering, so they count as 1 object I'm guessing. It seems all the sound is missing. Your bonus level was my favorite dodging the acid on the platform ride was the most exciting part, it's well done, and i haven't seen the others try it. Is being able to skip most of level 3 intentional? Using the player death sprites that way was a bit morbid especially the animated ones cause it's like they're actively dying but it's an interesting idea that could be handy, could have given them individual chambers or used a new tileset slightly shifted to cram them together. The last bit of the bonus level i think could have been done differently if you wanted the giant walking enemy to have been the focus like either adjusting the timing or spacing the waypoint enemies out. anything you curious what i think of?

I can record my 1st playthrough of your next game if you'd like, recorded one of a rushed playthrough of your game after i was familiar with the layout. recording on windows is easy with Windows+G or Windows+alt+R i don't know if there's a mac equivalent but could be handy.

now i'm gonna ramble about my own game, forgive me if it's uninteresting. You can ramble about yours to me if you want.

ya know i was thinking actual level design might be a weakness of mine, i couldn't think of anything so i just threw em together then checked if they were beatable after i made the mechanics.

my level 1 was just the tutorial.

levels 2&3 i wanted to see  if i could rotate the tileset and how the player dealt with slopes. level 3 i was gonna do something where the player spawned temporary platforms when he landed but i didn't know how to make them passible through 1 side at the time so i moved on and instead of deleting those levels i added a goal pick up to the end of level 3 and left them in just to let my peers see how slopes worked with the project as is. oh and the platform on level 3 doesn't move randomly, it targets 3 waypoints i childed to the player, the platform on all the other levels i set to move between the same 2 waypoints and then to the player.

level 4 i just wanted a water level but didn't know how to make it hard so i just flooded it with enemies then got distracted by how i didn't like how they moved.

level 5 the plan was that physics material with friction+surface effector = wall conveyor, didn't notice anything so i juiced it up and turns out it gave me a launcher instead, so i just placed background elements to highlight the movement and keycard location and sprinkled points around for if people wanna ride it multiple times and try and nab them.

Level 6 I just made my script to do something similar to my water and reset the amount of the player's timesjumped count on collision instead of on enter, seem collision is wonkier about tags so i just excluded that part and let errors that didn't effect gameplay slide, enemies don't have a playercontroller component or timesjumped and still collide. actually that script is in effect on level 5 too. anyway i randomly placed solid tiles and saw i could beat it, sprinkled walking enemies then just carved out a section of wall to poorly signal you can wall jump. with your feedback i'm thinking maybe i could have made wall jumping completely optional... or add just a couple more tiles. Also i didn't get to use floating water tiles like i originally planned.

made a video of different ways you can beat the final level if you're curious.

ah, I was thinking you'd be cool to work with too, surprised you thought the same. I wonder how you beat the last level of my game, there's a few ways.

I'm glad you're continuing too. My project is already graded, but would you play it and tell me what you think? Having the same judge seems interesting to me, someone to know about the progress being made or direction heading toward.

 https://slrrr.itch.io/2d-platformer

Your extra level is my favorite among them.

that's some great use of platforms and pickups

ooo that was fun

how'd you make your pixel art? yours really pops

Cool! How'd ya do it? Teleporters are a great addition, can probably get alot of use out of those.

Found out why my cat isn't clickable, it's cause i forgot to give it a collider which is only an issue for it cause the spheres that became the other planets had colliders by default.

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Spiridonov, did you play my project? https://slrrr.itch.io/2d-shooter

I'm hesitant to call it a game myself, but I had fun with it and experimented with what I could do, I think doing that will help me down the line. I think playing with rules and exceptions makes games interesting.