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WillReardon

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A member registered Sep 01, 2019 · View creator page →

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Thanks, that means a lot! I've already gone back to work on it haha. I want to at least realize the upgrades and damage types I had planned for the jam. Then, if it's fun, I'd like to keep going and create a more complete game.

Yep, that was the idea! Attachments and different bullet types with elemental damage and all that good stuff. I got it working as a test but ran out of time implementing the upgrades and saving weapon types and all of that stuff.

Thanks! I really should put this in the game notes but a lot of the generation is based off of a playlist here by Sunny Valley Studios on Youtube. Some of the better procedural generation stuff I've seen.

Very cool idea to use the limited resolution to create the puzzle along with the scope. It's clever and the game works well. Good use of color and music to create a tone too.

Loved this one.  Also loved the little intro that teaches the controls, very nice! It's fun, has  good theme, and is easy to play.  Audio is great too;  the reverb, the control tower chatter in the background. A great entry for a jam!

Thanks! I love a dig through the void mechanic haha

Nice job! Way to use some nice metroidvania level design to force players to understand their new powers (mostly the dash). Short, fun, and felt good to control.

Yeah I truly don't know how that happened. It definitely worked before but that's how submitting right before a deadline works I guess. Definitely a bit busted haha

Fair enough. Yeah, the dungeon gen took a lot of my jam time lol.

I did enjoy. Terrific.

This is actually pretty cool. The propagation of pollution and grass to trees etc. is nice. Climate points are just given on a timer right? It almost feels like you are meant to lose and the climate is doomed, which is fair enough. As I kept playing I was able to combat it though so with work it could be overcome. Nice job. There's a good chance I looked too deeply into something made for a Low Quality jam but hey, I think this little sim is pretty solid.

I'm open to a collab. Did you have anything in mind?

Oh shoot that's probably it. Thanks for letting me know.

Thanks for playing! Yeah, the level was fairly rushed, especially since it was fairly large. Hopefully can be improved later.

Oh no, sorry you fell out of the map! Do you know where? Also, thanks for playing it anyways, glad that at least the vibes were spooky!

Thanks! I'm glad you liked it.

Well thanks for playing and I'm glad you mostly liked it.  I definitely agree with your critiques, a map is needed and before you get the projectile the attack feels weird. Improvements for the future maybe!

Thanks for playing! I did spend a while on the movement before anything else so I'm glad they felt responsive. Too bad about the jump lock, I must've mislabeled a floor tile as wall or something. Thanks for the feedback.

Thanks! I used the Super Grotto Escape art pack on the Unity asset store. I would've loved a map.. and a good way to hide areas of the level you haven't explored yet.

Haha thanks! I put some time into map design and power-up order to make sure it felt like one even if it's short.

Thanks!

Thanks! I'm glad you enjoyed it!

Yup, no coyote time. I definitely wanted to add it but I ran out of time. Thanks for noticing the map design, it did take a while. I don't think it's perfect by any means but it's probably the best level/map I've made for a jam. Thanks for playing!

Thanks for playing. I wanted some boss fights but I ran out of time; that'll happen when you start a jam late. So it's not a bug, just a missing boss. Glad you still enjoyed it!

Thanks! I put a good amount of time into the movement so I'm glad it mostly paid off.

This looks great, nice job!

Hey, I make games in Unity and Unreal and I usually don't know what to do for sound and music. I listened to your bandcamp and I'd be happy to team up. I like the atmosphere you're able to create through the songs!

Great game! Really shows you took a core idea and polished it. I could easily see this being expanded upon as well.

Thanks a lot! I plan to keep working on i

Thanks, I'm continuing to work on it since I like how it turned out.

Oh I know, I'm partly shocked I got as far as I did with it lol. 

The hex map generation was made with help from this series of videos:  Mostly Civilized: A Hex-Based 4x Game Engine for Unity 

and this page about hexagonal grids and how to make them with pseudo-code: https://www.redblobgames.com/grids/hexagons/

Well thanks! A lot of the development time for this prototype was spent on map generation and the camera controls  so I'm glad to hear you like it.

Thanks,  I'm a little worried I stayed too close to the original haha but I'm glad you liked it!

Thanks I'm glad you liked it! I didn't have time to put in all the art unfortunately, which affects inventory the most for sure. Glad you could still figure it out though

Ooh I definitely screwed that up, thanks for letting me know.

Great job! Perfect for the theme and fun to  mess around with.

Thanks for playing, glad you liked it!

Thanks a lot!

This was a pretty fun idea. I had some trouble with the controls, specifically turning the character. It seems I could only flip between facing directly right or left but otherwise this was a cool idea and a fun game!

Ah I can't believe I forgot to put in a toggle for the screen effects! That would have made a lot of sense. Unfortunately I didn't get to playtest it much so I can imagine there are some problems with the enemies' pathing when they get blocked. Thanks for playing and I'll hopefully improve upon what's here.