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Michael Macha

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A member registered Jun 05, 2017 · View creator page →

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I appreciate the consideration. The flute would do better if it was a bit grassier, but I'm pretty sure I tweak that. The plan with the lower bands is to mix that down, soften the peaks, and fatten it up with a little further TLC. Most of what I started on this for was to break from a lot of the rest of the production, and you're right, the best music starts small.

I want to add another stretch to it which feels a bit lower and thicker. Obviously it's eventually supposed to loop back cleanly.

Thank you so much for the listen and the feedback!

Thanks, I have no idea why it's being weird about this. I'll try and get some cover art on it now that it's working.

I keep getting literally every game I've ever submitted in the submission box, but not the music I just uploaded. It's nowhere to be seen. Do I need to have a particular setting on it or something like that?

It's public, it should be visible, and it is open to view and download. There's an MP3. The only difference with the other soundtrack I've got uploaded is a lack of cover art, but that doesn't make a lot of sense. I've got it here: https://vikinghelmet99.itch.io/silurian-world-view

But, it doesn't want to show me this option when I try to submit. Just the long list of others.

I would consider websites like splice.com, and seeing if you can work with any of the professional vocalists on there. I haven't used it yet but it's apparently the new Sounds.com, and that site had a lot of excellently produced loops on it, which were pretty pliable if I needed to change their pitch or something like that.

Yo, I uploaded a web version for you. The engine has definitely stripped it down, but it seems pretty playable... you don't get the crashing waves or anything, but hopefully that will work for you. Expect some critical loading time, too; but don't worry, it starts paused.

I just tested the Windows version, and it took a moment but it did start. The window was initially gray, then you get the Godot logo (as I don't usually turn it off), and then the world, paused. I suspect that first-run delay is mostly from Vulkan shaders compiling, but am not totally sure. If you can't get it going, I suppose I can try to export a WebGL version at some point.

I appreciate you discussing this, I'm going to try and figure out how to get it working for you. Eventually.

Really weird. Just to make sure I didn't do anything too stupid, you did get the .exe, not the .x86_64, right? Because I've accidentally mixed them up in the past, and I develop on a Linux box so I might not see that

Also, is it in the same folder as the .pck file? Because it does need that to run. All of the files should be in the same directory together or it won't be able to start.

Odd. What are you running?

Fun, pity it isn't longer. I liked the variety in the chief's attacks.

I added a few things at the end. The drums are from the CSNR pack from the now-defunct Sounds.com; I've got a bunch of those. Unfortunately no harps like I was looking for, which is strange.

I can't fault this in any way. Complete mechanic and everything. Great work.

Thank you so much!

You gotta distinct Hellblazer vibe going here. I like it.

Very clever.

Yes, it just sort of fit the punchiness of the script!

I love your art style! What tools did you use to create this?

This looks like a fun read.

Interesting. I wouldn't mind reading more of this.

I'm accustomed to 24-page comic books (or thereabouts). That would be doable but something of a challenge over a single weekend. How many pages do you anticipate for the jam?

No access to your page yet, guys. Is it set to "published"?

Alas, I ran out of time. I've gotten a lot of great feedback on this one and may come back to it though.

The eventual idea was to have gates that unlocked when all enemies in an area were defeated, but I didn't have enough work time to implement it.

The idea is to grab the captives and take them back to the starting room. Thanks for playing!

Thank you! I think I need to pull out a proper normal mouse and try that out. Sorry about the inversion.

I'm suspecting that my third person camera has a ways to go; I might try using an interpolated camera or something like that on it instead. Easier on the eyes. Maybe throw a pause menu with an invert-mouse option, on both axes, just to be safe.

Crazy how many different "mice" types we have these days.

Hopefully I've got that figured out. This is a little embarrassing, but I do not have a normal drag-style mouse in this household anymore!

If you play it again, do let me know if it works for you now!

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OK, updated the controls... it'll be easier for me to get used to with a thumb ball than it would be for everybody with a normal mouse anyway!

Also, I'm really glad you liked it!

Inverted controls, huh? Like X-axis inverted? That might be an artifact of the mouse I use, I can address that. I'm on an M570 and I always get that mixed up. I might update it later today.

Thanks man, I put the models together using the CC0 stylized pack from Blender. Didn't get to use near the full stock of animations and shape keys I made, though!

Click on units to select them, then right click to tell them where to go. You'll see a particle splash on the map where you click.

Ah, OK.

Interesting, but I'm not sure what it is that it wants me to do. All I've got is a single entry I can review, and I'm not sure if anything else on the desk is interactive maybe?

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Worked great this time. I'm guessing it was some kind of asset issue? I usually use Godot too, and it tends to be pretty fire-and-look-away with exporting.

I really liked the game, though the NSFW aspect seemed to be a bit of an afterthought. This might have done really well in the Godot Wild #71 jam, which ended at the same time as the minijam. The theme this time was "Unintended Consequences", which I feel like this would fall right in line for.

Hey, I'm glad you liked it! Honestly I had a few design issues popping up later in the week, and will probably rebuild it from scratch; but yeah, there's a lot of room for expansion.

Fun idea and great implementation!

I'm not usually a fan of visual novels, and I'll admit that MLP doesn't really do it for me specifically; but big respect for all of the original art and writing. I can see that a lot of effort went into this.

Pretty good for a couple of days of effort.

It's nice to see some male (bird?) body appreciation here too.

For the AI thing, if you're meaning to avoid it (that's the impression I got), I guess you could always team up with an artist from Itch or somewhere.

I can't seem to figure out the controls aside from wandering around with the mouse click. Is there more?

I'm a big fan of survival games. I could see this really going somewhere with a bit more time.

Solid work on the art!

I appreciate the original artwork, this was pretty solid.

I'm trying to run your submission; but from the terminal it's giving me this:

ERROR: Failed to load script "res://addons/panku_console/modules/history_manager/exp_history.gd" with error "Compilation failed".   at: load (modules/gdscript/gdscript.cpp:2726)                                                                                                             

SCRIPT ERROR: Compile Error:  
         at: GDScript::reload (res://addons/panku_console/console.gd:-1)                                                                                    

ERROR: Failed to load script "res://addons/panku_console/console.gd" with error "Compilation failed".   at: load (modules/gdscript/gdscript.cpp:2726)                                               

Not sure what that's about.