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Azq2337

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A member registered Oct 14, 2024 · View creator page →

Creator of

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OK I replayed my game and think I get what you mean: Single tap input result in too much movement, takes too long to stop, and the reverse movement input doesn't mitigate the inertia but instead push you to the opposite direction.

Sorry my movement implementation is way too primal, like I only used a coefficient of below 1 to reduce the speed down to 0. Math is not my strongpoint, but I will learn to implement better physics in the future.

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Thanks for the encouragement. The control is slippery I guess, but when it comes to sensitivity, I think it is no where near that Metal Man 3 game that also participated 😝 I mean, they are going for that retro FPS feeling, such like Ultrakill.

Gameplay mechanics and level transitions are really smooth. Overall system is quite complete, including the menus. A nickpick would be the emphasis is put too much on platforming design rather than creating something special (I am nickpicking for sure).

Thanks for the feedback! I threw the game together right after following GDQuest guide so much is left undone. 

Apologies about the music volume but I hadn't got around to make any menu systems as you can see. 

The walking on ice feeling is an unfortunate side effect of my custom implementation of the movement system, because the tutorial version of walking is way too stiff. I will learn some more from more experienced developers and maybe refresh my physics knowledge on frictions.

Though a little rough on the edges, this is better than a lot of the indie games out there! Keep up the good work.

Yeah.. well your game is quarantined by other people. Maybe next time do things the official way?

Gotta finish them dailies!

Style is really good. Difficulty is off the roof.

Torture rooms... Can't say I like these themes but at least the game is well developed.

So polished! This can evolve into a full horror game.

Thanks! Didn't finish the full game but learned a lot of Godot from it. 

Will improve and try to deliver a full package next time. May participate in Brakeys :D

Some notes for myself: (accidentally wrote a dev log)

1. This game is made alongside 1 week Godot learning from GDQuest 3D first-person game tutorial. Originally I was going to use Unreal Engine 5 (which I already learnt for a month) but the minimal export size is 600MB+, which is horrible however you put it.

2. I wasted 2 days figuring out what form the game is going to take, this is in fact the third idea, the first two are even more unachievable: first is to reproduce a working man's PDCA loop narrative-driven, second is to hunt animals by going around 3 islands but each loop the task becomes more insane/inhumane (coining the working man reality). OK enough of self-pity.

3. During making of the game, I specifically didn't intend to finish the game if the controls feel janky, so I spent hours refining the gun feel and movement physics, also added a FPS and TPS switch (which is something I always wanted to do). What I learned are: 

(1) Just like any well-packaged game engine, there are rules and limits. For example, the movement in basic terms is just directions plus velocity, but I want it to have decceleration for inertia feel (IMO helps immersion). What I found is that multiply works very well but add/subtract always overshoot and unable to stop, also when the value is very low it automatically set to 0. (Sure I will check if there are solutions available or if I am just doing it wrong)

(2) Camera transitioning is done by simply disable and enable different camera instances, which is far worse than Unity's larp function (Smooth AF). Of course in theory a third camera can be added to do the transition animation, but I haven't found online free offering for such yet.

(3) Godot can be daunting for big dreams, because first it does not have a lot of built-in features (you need to implement a lot by yourself), secondly (and this is not Godot's fault) but the Unity and Unreal assets stores give much more pain-relief to beginners.  One may hate the monopoly and commercial captilism surrounding these stores, but at the end of the day the industry machine doesn't favor the weak very often. That's why indies are indies. Creative Commons is already such a huge step for individual creators, and here's to hoping it grows continously! (and not get demolished by AI craps)

Bravo, I think you can be the next Milk!

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This one stirs feelings. 

I replayed the game and reworted this comment.

I know nurse-chan is supposed to be the eye-catcher here but her characterization is really well done and moving.

It breaks my heart that the protagonist has to die even when he almost regained memory ablity, though I know this is intentional and realistic in some way.

Really good job! The game style definitely reminds me of Milk inside a bag of milk.

The puzzles are well designed! If player can select other tracks afterwards and restart current level it would be better.

Artwork is  so good! Gameplay is simplistic but servisable.  The pop up effects are pretty smooth which is a nice touch.

Fun Braid like experience.

Ah yes, the peasant loop we all know and love

Shame the interaction Z stopped working after picking up the key. Looks intriging though.

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An entrepreneur's wet dream. Too addictive I tell you. Wish this is real life.

The custom-Linux vibe is also a plus.

Reminds me of Ultrakill! Nicely done. And this is in Godot engine too! I should learn some more then.

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Thanks man! A shame those ideas never came to being

The timeloop overview system works like a charm! Very impressed.

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Nice. Mine was Sisyphus but he doesnt push boulders haha

Stop action is way too slow. Maybe another tram on the track can make the game more accessible.

Cube mechanism is well done!

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Oh I see. So one of the challenge is to memorize the map or try to trace your way around the map. Neat!

it needs unity player DLL for reasons.

Also this file size can't be right.

Pretty unfortunate, because your logo is appealing.

same

Very creative Idea about the playlist looping! Inspiring.

Controls like a dream! Very well done.

Bug: after dying cannot move.

I am confused about how the game should be played, maybe I am just dumb but where are the packages?

Anyways, overall the gameplay seems to be well developed.

The best I have tried so far!

I wish there could be health recover, but that's OK.

Great voiceover. The inertia is too much, I feel if it is toned down then the game would be much more enjoyable.

Thanks man. Tough for a first-timer to create a full-fledged game. Most of my time are wasted in trouble shooting. 🤦‍♂️

Handling feels really nice!

Breathtaking 2D graphics and quite surprisingly polished work!

One advice would be the camera shake is a little too much.

Your idea is pretty great. Implementing special physics is really hard.