I have released a beta version of my latest project, "Run, Forresta, Run! 3D". A sequel to one of my first games, it's a simple 3D endless runner. You can download it from my page: https://yatchan.itch.io/run-forresta-run-3d
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Simple Racer, as the name suggests, is a simple arcade-style racing game, similar to those we used to play in the 80s and 90s. I'm still working on juicing it up a bit, so I'll appreciate any feedback!
Check it out here: https://yatchan.itch.io/simple-racer
Thank you for your work. I'm using the engine loop sound in my arcade racer prototype: Simple Racer
I've created a retro maze shooter inspired by Atari's Berzerk. You can play for free in the browser: https://yatchan.itch.io/the-last-mazewalker
Thanks for the feedback! I'll see what I can do, but I can't promise I'll manage to implement everything as some things are more complicated than others. Changing speeds is easy, but top-down camera will require more work to look acceptable.
I actually tried making the bullet a child of the player, so it moves with the plane, but as it stays on the screen for much longer than in the original (and the viewing distance is much farther), it looks weird, wiggling from left to right. Maybe I'll make it an option.
As for the shader - I made a typo in the section I set the shader parameters in the actual game...
Right now I'll probably take a short break and try to finish and publish another project, which I had almost done but abandoned in favor of this one.
Thank you. I'm thinking of possible enhancements that wouldn't require rewriting the game from scratch.
I think the hiccup is caused by compilation of particle materials from the explosions, not the models. I'm showing them to the camera and activating them when the game starts, but I must be doing something wrong. Still looking for a solution.
Thank you for the feedback! I will check the placement of the enemies, although I don't recall oddly placed ones in the first 50-ish levels. Most likely some edge cases, where the raycast misses by a very small margin, so the game thinks there's no island there. Haven't seen a floating tank though. I hope it's not the engine behaving differently on different systems.There's already a minimum and maximum interval between fuel pads. I'll see what I can do about the levels with big island, as they're trickier. Tweaking and balancing the placement algorithm is on the todo list. On the other hand, there are stages with no fuel in the original as well, where you're doomed to die without prior knowledge 😀
I'm glad you like it! Stay tuned for future updates if I get enough feedback on what to fix and/or come up with ideas for new features. BTW, there are boss enemies every 20 levels, be sure to check them out! They may not be the most sophisticated and difficult ones, but I think it's a nice break from the usual baddies :)
Good to hear that! Maybe the slo-mo tween is messing with the game logic somehow. Lately I've been playing with it turned off, as I found it not as appealing as I hoped it to be. I'll at least make sure it's off by default in the next update.
If you have time and will, I'd like you to check if the CRT shader causes jerky movement with the dynamic camera mode (press C to switch between the overhead default one, and the dynamic one, following right behind the player). It may as well be an issue with my old hardware.
I've just crashed a few times in that area and nothing happened. Will do some more testing tomorrow. Maybe there is some other factor. I'm also on Win 10. The baddies have a move chance and check against it every couple of frames. So sometimes they may just be unlucky. Also they don't move in some very narrow areas, as they would just spin in place, making it look strange. Or some of them may just be buggy :) But not everything moved in the original as well, so I guess it's acceptable.
If you are bothered by that narrow piece, try another random seed and you will get a different layout of river and enemies. I wonder if it will crash in every instance of narrow piece of river?
Thanks for the comment! The jerkiness is most probably shader compilation. I'm showing them to the camera before the start of the game, so theoretically they should be precompiled. I'll look for another way. The slo-mo is optional and can be switched off in gameplay options. I'll check what's the problem with crashing, it hasn't happened for a long time while testing...
I've released my new game, "Back to the River". It's a 3D remake of a classic shooter, River Raid, with lots of new enemies, new mechanics, customizable layouts and more! You can check it out at https://yatchan.itch.io/back-to-the-river
Thank you, I'm glad you like it. Probably it's not optimized well enough and terrain generation also could've been done better as it was an attempt to create something I've not tried before. Also, it may be the lightning effects' fault. After a year, the code looks totally alien to me, so sadly I won't be probably messing with it any more.
I've created a River Raid clone with a space theme. Features procedurally generated levels - you can choose your own seed. Let's see how far can you go!
https://yatchan.itch.io/space-raider
Check out my new little project - Pixel Caverns! It's a old school platformer/shooter with cute graphics.
https://yatchan.itch.io/pixel-caverns
![](https://img.itch.zone/aW1nLzEwMDQ5ODA2LnBuZw==/original/x4H3cO.png)
I've released an early version of my space shooter game. Complete missions and kill enemies to earn money. Spent it to upgrade your ship. Rinse and repeat. There are still difficulty and balance issues which are difficult to address just on my own, so I'd like to hear your feedback.
Download (Windows only): https://yatchan.itch.io/the-lone-starfighter
Tile Me Up is a simple game based on the 15-number puzzle, but instead of numbers, you assemble images. In the option menu, you can set the grid size, turn hints on and off, as well as enable tile rotation for a greater challenge.
Click or tap a tile, or do a swipe with your finger/mouse to move a tile. Click/tap & hold a tile to rotate it (if rotations are enabled).
In the downloadable version you can use your own images from your computer (I hope it works!)
https://yatchan.itch.io/tile-me-up
I've ported my old JavaScript project to Godot. The game is very simple - click or tap on circles before they disappear. Don't touch the polygons.
https://yatchan.itch.io/crazy-circles
I've created a simple endless runner, so be sure to check it out! There's still some tweaking to be done, but please let me know, what you think.
https://yatchan.itch.io/run-forresta-run
Check out my new game - a remake of a classic 8-bit Atari hit "Planetary Defense". Feel the nostalgia!
Use the orbital cannon to destroy invading aliens. Aim and shoot with the mouse. Collect scrapmetal after each round. Buy upgrades!
Available for download at https://yatchan.itch.io/one-turret-to-blast-them-all
The desktop version of Marble Fever (Windows) is now available! It features:
- Six brand NEW levels!
- Minor design changes to previous levels
- New obstacle - The Puncher!
- New feature - button switches
- Several skins for your marble (they don't affect its behaviour - perhaps in the future...)
- Better visuals - shadows & reflections
- Free of the annoying "click when ready" button to enable mouse capture
https://yatchan.itch.io/marble-fever
Check it out and let me know if you liked it!
Check out my newest game - Marble Fever. Guide the ball through obstacle course to the goal. All you can do is tilt the board and the gravity will do the rest! Watch out for hazards and don't fall into the abyss!
https://yatchan.itch.io/marble-fever
Hey, I've just uploaded my latest little project - a very easy puzzle game called Flippy Cubes.
https://yatchan.itch.io/flippy-cubes
The goal is to rotate cubes on the left side of the screen and recreate the target layout on the right. Use the three mouse buttons to rotate cubes around the XYZ axis. More info on the game's page.