Yorsh
Creator of
Recent community posts
The city looks really nice, the little construct animation is great too. Gameplay wise I really struggled to understand how to put things down (it's not that obvious that the background layers are actually walkable as well). Now that I figured it out (I think), I still sometimes can't place a ladder where I want to so I'm a bit confused. I may be dumb but I think some feedback (gizmos to show where things can be placed, or cursor changing, etc.) would help a lot here.
Very nice game! It's really fun to play, levels are very interesting and there are quite a bunch of them. The main mechanic is hilarious and well made.
There are two very small details that bothered me, the back of the cat is a little glitchy visually, it's a shame given how well everything else is polished. Also I would have loved a feedback when charging the dash.
Really fun! The idea is so interesting, and perfectly in theme for me. The character is beautiful and the grow animation is perfect. The killig with blood everywhere is neat. The shockwave mechanic is a cool idea to feel good at the end. The only thing missing is obviously the walk cycle of enemies. Amazing game!
Very nice game, amazingly well made! It's chill and fun.
I think the current rules can be exploited to make it less interesting than it could be. I believe the best strategy is to create a few huge biomes, and if you don't get what you are looking for, just end round as there are little to no downsides (it even generates more money). I find it more interesting to try to optimize the space, and play with different, smaller biomes. Tho I'm nit picking, in 4 days it's a superb game!
It did crash after a while, when placing a field in a huge pack of fields, it had one of those pink dot in it, and buildings like the one that gives points based on stars.
Yes that would work. The windows create holes into the tower using stencil, and have a little 3D room inside. Currently the inside is mostly black, but could be more detailed and contain a character, 2D or 3D. Then, the game finishes when you reach one of the climbing hold object, which I selected to be the wooden circle at the top of the tower currently, but it could very well be a window instead.
Thanks for the feedback! My intent was to force players to use both the aim and the strength of the jump correctly so that they reach the apex of the jump right on the ledge, which makes the grab easy (passing by a ledge super fast is intended to be hard, cause you already messed up the jump probably). Now I think this would have still worked with a larger grab range, and especially easier level design overall.
Yup there it is: Github Sources
Some stuff my be a bit messy cause I rushed quite a lot in the end, but you will hopefully find what you are looking for. I think I kept things very simple for the rotation, it's mostly playing with the camera distance and FoV. Let me know if you have any questions.
I really like the 2 gameplay phases, it doesn't feel like we suddently switched to a different game, but at the same time the play rather differently than the road free phase. The transition effectg works nicely too.
At the start, without ugrades, the gameplay is a bit stiff, but it does bring a desire to get upgrades fast (tho it's a bit too much imo). Great work!
Thanks for the feedback! Yeah these kind of game are always a struggle to balance in a short time, I should have spend less time on models on more on playtests. There are some hints (blue outline on the climbing holds when grabbable, and the red bubble showing the range on miss) but it's not fine tuned.
Hey everyone!
I have been working for over a year on a cute Tactical-RPG. I'm really excited to finally be able to share the demo! It's inspired by games Into the Breach, Fire Emblem...plus many new ideas :)
Game Page
The demo features:
- Challenging tactical gameplay.
- Cute wildlife animals in armor, with short and sweet cutscenes in every map.
- RPG progression with leveling, weapons and skills (the demo is a little bit short to really explore this part atm tho).
- The first hour of gameplay.
What's coming next:
- A large world to explore (I'm taking a break from painting the map to type this)
- Many new characters, skills & weapons.
- In game map/cutscene editor to create your stories.
- Integrated servers to discover maps of the community, or share yours.
- (If everything goes well) co-op with friends.
My short and sweet Puzzle Platformer game is finally finished !
I made the first version of this game for GMTK Game Jam 2021 on Itch. I reworked it from the ground up for a few months, and now it's a full game of about 3 hours.
You play as a cute key. You must find other keys to open doors on the way, but each key makes you heavier and lower your jumps. So you must choose wisely which key to pick up and when.
if you just want to have a quick look, a free demo is also available : https://yorsh.itch.io/100-keys-to-your-heart
Hi,
I've updated 100 Keys To Your Heart to version 0.9, about 90% done.
The game is very close to be finished. It should be released early january !
Main menu relooking
The title is a 3D mesh with some dissolve shaders. The black fade in first, then the yellow. It creates a nice drawing effect.
Cutscenes
I paid a studio on Fiverr to draw some comic strips for the intro and outro of my game. I then split the page into small pieces that I could animate using the Unity animator. I took quite a while to isolate everything into their own sprites and then remake every panel from those small sprites. The animation itself is super easy and fast after that.
Localization
It's the first time I localize something in chinese. It's super scary to work with a language so different. With most language I can sort of understand what's going on, and what word means what, but not with chinese.
Finding the font is super weird. I can't really tell how a font looks like to a chinese speaker, or even if it's readable. Then I realised that you can't include all characters in the game, as there are way, way too many. So the trick I've found is to only include the characters that are actually used by the game.
Unity makes the programming side of things super easy tho, I used to make my own json document, parse it and display it where it should. For this game I just downloaded the localization package, added a script on some prefab and it's done.
Hey everyone,
Now that my page is up and running, I can share some updates about my game :
100 Keys To Your Heart
First fully playable build (yeah !)
I've just published my puzzle platformer game. It's still in early alpha, but should be fully playable already !
Here is a video of the first few minutes :
Debugging
It took a few days of debugging at the end tho. The longer the game got, the less I playtested it from start to finish. It's crazy how many stupid misstakes can slip in the game, and how all those 5min fixes end up adding up to days.
Level Editor
One thing that worked unexpectedly well tho is my automated system to optimize levels. I built all my levels in Unity using 1x1 blocks. With a simple custom level editor it's fast and easy.
Optimization
I then run the optimization script right before building the game.
- Go through each scene
- Copy the scene
- Find all static renderers
- Merge their meshes into a few big ones.
- Merge their colliders into big rectangles.
- Replace the scene in build settings with the optimized scene.
This divided the number of renderers by 1000 and the number of colliders by 10 to 100 in builds. In editor I still work on scenes with 1x1 blocks of course, but if I need to I can also check the optimized copy of the scene.
For a solo dev, this felt like the perfect workflow for building levels. It's nothing new really, but for example I used to merge things in Blender and import the whole scene as a single mesh in Unity, which was much slower and less flexible.
Hey,
Let me know in this thread if you encounter a bug (or even if you are unsure if something is a bug or not).
Please let me know :
- The version of your game (the number with sometimes a letter at the bottom right of the page)
- The level where the bug happened (The yellow panel under the checkpoint).
- Is this a game breaking bug ? Does this bug prevent you from going further into the game ?