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theionkid

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A member registered Mar 31, 2020 · View creator page →

Creator of

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I really wasn't thinking of continuing the concept much more than this, but with the positive feedback here, I might give it a shot.

I originally tried making it in godot, but a 4 hour crash course of a new engine for a game jam pressured me a bit too much :P

I still have the godot version though and with a little more tuning of character controls I definitely think it could be a proper game

a half hour of that 4 was fixing up the build system for webgl in unity editor, so I didn't get to test it on a web build. The rotation speed is about 5-10x faster in the editor play mode and since submission was last-minute, I definitely didn't have time to build it again lol

I'm still working on snappier player controls - I wanted momentum to be an element, but that function takes a lot of tuning to get a good balance of weight vs responsiveness

that said, thankya

The planks being permanent was the plan for the design; I wanted to have something where you build your own structure and have to plan ahead with various randomized shapes to build a tower up the cliffside, and each time you reset your run, there would be 1 of a set of modifiers applied (gravity would be rotated 30degrees to either side, your character would grow with time [you build as you scale up ;p], door objects would lose collision [they opened], etc.) and then there would be a few prebuilt blockades higher up that you'd have to build around.

The timer was originally there to prevent the player from just placing blocks underneath them for bonus height, but the build distance limit made up for that and it turned into "get the high score in 60sec, and you build the fastest path up but need to ensure you can get back up after you restock at the base"

If I had the object variety, the timer limit wouldn't be as needed, but I did want to make some limit to how high you could get to have a material goal to play again

It was a bit of a rush, but I managed to make it to the 4-hour jam ^^

although not quite as in-depth as I wanted it to be (I was looking to make singleplayer ultimate chicken horse with modifiers), it still worked out pretty well despite the crunch

heh yeah, this ended up being a lot more of a half-game, with the scope starting out as feasible for a 2-week jam, then life got busy and I had to cut a lot of stuff; in the end it basically became a movement demo but was real fun figuring out music and movement in new ways I hadnt tried before
I meant to make the rolling hard to control so fluttering would be the slower, high-maneuverability option and someone who mastered the movement could speed through the clouds (which were cut) and maneuver around the flying rock platforms that would rise and fall (oof). Ultimately, I managed to get particles for the rocks to kind of convey the idea of the game having 3 phases (avoid falling rocks, then ride the rocks to the clouds, get the pack, and then beat the rocks back into the volcano) but alot of the actual level stuff was made in a day and a place to move beat the checkered void (I kept the ramps and tree I used for demoing movement, but I'm sure with a bit of tuning a proper rink could be made to showcase that movement better)

I thought the objective was to sacrifice the cultists to Carthulu to summon more cars.. Ive been playing wrong, but the cars kept coming so it worked I suppose

Thank you! After throwing together the piece for the game it has been an earworm for me and I just cant get it out of my head DX
I am working on making my loops longer, but its tough making 16s or more 

(1 edit)

The tutorial was rushed and I didn't quite have time to implement guides for how to play. You can trampoline by double jumping off a body after launching it to get enough height to ascend the bridge.

The tutorial was rushed and I didn't quite have time to implement guides for how to play. You can trampoline by double jumping off a body after launching it to get enough height to ascend the bridge