Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wabbaboy

86
Posts
2
Topics
651
Followers
15
Following
A member registered Jul 21, 2015 · View creator page →

Creator of

Recent community posts

Yea, it's very easy to get into. The bad thing about unreal is that by default is ready to render a game with good graphics and it's going to have subpar performance even with a simplistic artstyle. But eh, someday you'll learn to optimise it.

Any engine is a good engine.

Sorry about that, it's a stupid unreal engine thing.

Excuse me princess, it's not my fault that a VR thing comes enabled by default.

I miss this game

Too low! Fast games benefit from a higher FOV imo

Didn't play for long but here are my thoughts

  • The game feels kinda stiff to play, the camera doesn't sway, doesn't react to landing and jumps, the hand remain stiff in the same position always. I get that the character is agile but it feels totally unconstrained from what having a physical body would mean for the camera pov
  • A lil tutorial introduction before the guy tells you to go collect stuff would go a long way, I get that this is a vertical slice but players rarely complain about a little introductory segment before going all out on a proper level
  • Having low air control seems like a bad idea for a game where you can fall so easily. I would either be more permissive or add a system like a double jump or grapple that lets you redirect your movement if you fuck up, I know some of the powers let you move better but if that's all the options the player will have, that's what they'll use and probably ignore the others
  • Fov slider please???

That's pretty much it, you guys seem to have what it takes to make a decent game with a swell aesthetic but the design is not quite there yet I think.

It's fixed now

Very good feedback, I agree with the magic stuff, there will be lots more!

Mickey mowse

I loved it! Shame it's only a level, I want to play a handful of them.

The camera was a bit weird but once I picked up a controller it started to make more sense, the animations have great timing and the game flows really well, reminds me a lot of survival horror games but with a cute and arcade-y twist.

I bet you have your plans for the game but I'd personally try to draw more inspiration from survival horror games and add stuff like limited use items or enemies that can grab you, it can make traversing a room really tricky and tactical. Would be cool also if you had like a budget per stage and had a possible arsenal of gadgets or weapons like in Thief that let you stun enemies or hit them hard in limited ways.

Great potential, keep working on it please!

Thinking

Thanks for the comment dood, I don't mean to make it very fast paced or at least I'd like to have a slower start than it appears to be but yeah, still trying to find to make it click.

Man that's a lot of progress since last demoday. I'll admit I haven't played much of it, got frustrated getting killed from a mile away but the game already has a solid vibe. It's very ugly and disgusting but you made it work by having environments that sometimes feel like some trippy experimental walking sim shit. I said in your server that it has a Lain and Texhnolyze feel and I think it's really cool, it feels lonely, grungy and almost nonsensical, it's kind of scary and comfortable at the same time.

Sorry for not giving it an honest try, it's too jank for my taste and this AI is very rude but I'm starting to see many things that I like, good shit.

It's basic but there is stuff going on, you managed to do some amount of worldbuilding with just a few texts that were nice to read. The concept of swapping your stats on the fly seems interesting but until you have more stuff going on it's gonna be just meh.

Besides that, it does feel pretty jank. Are you doing your own character controller? When using UE4 I'd advice against it unless you know what you are doing. The first person character works fine for me, I would recommend putting an invisible material on the default arms, delete the weapon and put your own, see how it feels to just run around and have the weapon move with the animations of the invisible arms. I'm not saying that you should invest in first person juice right away but it does go a long way towards making you feel comfortable in your own game and can lead to enjoy it more as you make it, at least I think so.

Anyway I don't mean to shill but check out my demoday entry if you want to see some fleshed out first person UE4 stuff that started from the FP template. I think it feels good just to move around, jump and sprint.

Also yes, making an imsim at any level it's overscoping but if this is the one kind of game that you'd like to do I say you got a more solid chance of finishing it than a simpler game :)

Please read game page to know what this is about.

So, in a way I feel mad respect for this, I feel it for games that are system heavy and try to be like other imsim games, been there myself trying for a while.

But at the same time, this just seems a wrong foundation to make a game on, lemme explain.

First of all, the game starts in third person when clearly is meant to be played in first person, the third person doesn't add anything of value to it so you are better off focusing on one of the two and polishing that one good instead of having two bad ones.

Second, I see you falling in a lot of mistakes that I also fell into at the start of my game (which barely qualifies as a prototype and fails at basic stuff), I see you trying to make a simulation out of everything: aiming has delay and feels physics based, you see through a weird canon thing in the scope, enemies probably have detailed behaviours that most people will fail to see and I don't think that's the good thing about imsims. You probably play it and feel proud of what you've done, which is nice, but for other people to play it you have to find the sweetspot between simulation and game so it retains whats interesting about the sim part of it while being comfortable to play.

Also you seem to be, you know, amateur at this, game is janky, things are not well told to the played, you are probably not an ace at coding and are learning stuff as you go, which can be fine if that's your purpose but if you really want to make a good game for people to enjoy I think you should consider if you are using the right tools. I don't care about enginewars, use source for all I care, but from experience I'll tell you that UE4 is way easier for dumbfucks like you and me, specially if the game is heavily systems driven, it's really easy to make a blueprint talk to another, there are great AI tuts out there and adding juice without making it obnoxious is really easy too and you don't need a CS degree.

My advice is, play more games, see what they get right that you don't, and get good at devving, you'll eventually make good game I think.

Played for a while, it's pretty cool here is whats what:

-Dunno if framerate is uncapped or the game is heavy, be very careful with dynamic lights, I bet that a lot of times you can just use stationary or just ones that don't cast shadows, very careful with their radius and overlap between them too! 

-Your door is fucked fam, seems like you are using a timeline "play from start/reverse from end", playing and reversing like normal maybe works just fine 

-A button to change shoulder side while aiming pretty please, could be Mouse3? Kinda have the faint memory a game did that and it was fine 

-On the topic of third person control, it looks like you want to make a game with a jolly and cute main character moving around graciously and whatnot, I've been seeing the progress in the game for a while, seems like that's what you want to do and that's cool but I don't really see why the game is third person. 

Like, for the most part it feels to me that is for its detriment, for examples:

·Character very prominent on screen when aiming with gun and grapple, kinda annoying

·Environment has a lot of tight spaces, lots of camera collisions, kinda annoying

·Quite some verticality going on, bet the game would have lots of it, you look up, camera collides on floor, character very prominent on screen, kinda annoying

And maybe it's me, I'm heavily biased towards first person games because that's what I like to play and it's a point of view I feel very comfortable in but if you are making a third person games you want to work a lot on that camera, maybe add a trigger on start of tunnel sections so the camera is way closer, very on the shoulder on tight corridors, maybe do that too when aiming. Fade characters/meshes with a dithered mask if they are in the way of the camera so you don't have it colliding with stuff, etc, there are lots of tricks I bet you can learn to make the player more comfortable with this point of view.

The character itself looks swell, she moves quite graciously and it's rare to see indie games with decent animations, even if she has few right now they look good and feels very weighty with all the physics things, good stuff.

Same with the environment, they look boxy and kinda barren at the moment but the assets have some artstyle going on already. Wood looks fantastic. And there is already a vibe and atmosphere going on which is super nice.

Overall, there is stuff going on, cool shit.

Please read game page to know what this is about.