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charlybird

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A member registered Nov 10, 2015 · View creator page →

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Thanks for taking the time to write such in-depth feedback :) I 100% agree re: the difficulty, it could've definitely been tuned better. I was shooting for the roguelike 'you could die in the first turns' dynamic, but it's pretty intense sometimes - too intense i think since people are still getting their bearings.

Re: attacking and moving in one turn - yep, that was basically a consequence of my super-hastily-put-together roguelike system and not so intuitive/fun😅it makes them super dangerous and unpredictable. I plan to polish it up a bit separate from the jam and I'll be taking your notes into account, thank you! :) And thanks for playing!!

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short but very sweet and a nice message :) the heart shape on the tombstone was artful and got me thinking!

finally get to live out the fantasy of having the entire bar cheer for my beer pong game. the cheering is really funny. i had a kind of hard time at placing the ball, but when it got in it was very satisfying :) 

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appreciate the feedback! while there are some subtle strategies (run away while your guys farm and heal you) they aren't super fleshed out - it's quite a simple game at the moment for sure. thanks for playing and reviewing = )

simple and fun, the aesthetic is cute, and it just reminds me of the flash game era in the best way :) good job!

so fun and great use of the theme!! i love the little animated sprites inside the tiles. there are so many roguelites nowadays, but this one stands out and feels fresh. impressive to do that in a jam :o  great game design, sound, art... everything! 

the amount of stuff you manage and do at once is really nicely balanced. i did find it hard to reach some numbers and thought it'd be nice to be able to press the buttons instead. the use of the theme is great! transforming the player's sprite itself is a great touch. fun game :)

super impressive to get this all done in the jam, insane! the art is lovely, the polish on the interacts is great. i was a little confused on how to progress on the first level and what the '1 star' things were, but after that it was really fun. the vision + art style is so cohesive. and i appreciate that the voice acting / dialog occurs simultaneously with the gameplay! good stuff, seriously!

the repurposing of the same item in different slots is so fun and charming. i like that items have a certain durability so you have to keep finding replacements. the sprites are excellent!!! overall really enjoyed it :)

the core concept is sweet and relatable, the music and art are cute and super fitting. it's a bit simple, i enjoyed it! short and sweet :) the only feedback i have is that the text could use a 'show all' button as it takes a while to go through the initial cutscene/tutorial. good stuff =)

aw i'm so sorry the summons were confusing - i totally ran out of time and didn't properly explain that. it could be you were out of mana, as they all have different costs (i should've prioritized showing mana costs more....)  or it could be a somewhat rare bug where the summon menu doesn't pop up. sorry you experienced that, but thanks for the feedback and thanks for playing!! = )

very cute and enjoyable! i did yearn for an initial checkpoint when i died to the frog, as your character is a bit slow. the art is adorable, especially the intro (appreciably wordless) cutscene. the songs + sounds are the best i've heard in the jam so far, lovely

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enjoyed this! the art is lovely. the 3d models had lots of character. in terms of gameplay, i thought the druid was awesome, but with each class, i found i could just spam right click/lmb to win. the concept of escaping with a relic and keeping it on the next run is interesting design space!

i've never played a game with a 'crane game' in the main gameplay! awesome! also, puyo fuel sequence was v cool.

the way everything moves is just awesome and the art is so cohesive. love the music, best i've heard in the jam so far, so dope! the premise is refreshing, and the pace is also interesting. cool!

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the vibes are so good. smoking cigs while fishing. oh ya. i really enjoyed playing this. also, smooth controls and a great fishing minigame.

i did have trouble figuring out how to buy from shop - seemed i had to sell fish first but couldn't figure out how.

fishing trash into a rocketship was a great use of the theme. hell ya!

in one word: endearing! 

thank you and thanks for playing! :)

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adorable, and i let out an involuntary wow when i saw the visuals and how nice it controlled. amazing. i did have a hard time picking up stuff or getting enough beans.

love the premise, and the art + audio are amazing! awesome idea

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Shoot, just realized how common the bug is with summoning when entering new rooms. Too late to push a fix I think, sorry about that! 🥀 If it happens to you, try clicking randomly all over the place!!! That SHOULD fix it!! sporryoidhqoiwhdiqwohd

EDIT: Wait, you can fix game breaking bugs, so working on it... It seems to only happen in browser V_V

I see, thanks for the detailed response. Prefab export would be fantastic! Do you have an estimate for when this new version might be available? Thanks.

Thanks for the quick response!


I see. So it seems the workflow is more to use the actual MeshEdit objects themselves rather than export to .obj?


In that case, is this restricted to storage/usage within a scene only? It appears that trying to store a MeshEdit object as a prefab isn't possible from my short testing. Or is there some other way to store other than just in-scene?

Thanks.

Hello!


First off, amazing tool! I was planning on using Sprytile for my next project, but the ease of export within Unity and vertex painting ability are really great.

Unfortunately however, I'm having some issues using this with Unity 2019.1 and also checked with 2018.3.0f2, both in fresh projects.


Essentially the behavior is:

1. Make simple cube mesh as per the tutorial's tileset.

2. Export with default settings.

3. The exported model's embedded material seems to be incorrect: the texture is missing.


I can partially workaround this, by 'Extracting the Material' as per Unity's inspector, and then assigning the exported texture (that appeared on MeshEdit export) to the Albedo. Which adds some time, but if I were to use custom shaders, I'd have to do this anyway.


The problem is, I can't seem to get the Vertex Colours painted on to appear no matter what I try. I suspect this could be a conflict with a newer version of Unity? I will try 2017 next. I suppose, I could potentially model in an older version of Unity if absolutely necessary.


Tiny final note: is it possible to change the hotkeys or disable the 'tilemap painting movement' WASD feature? It makes it hard to rotate the view while painting.


I tried looking for a proper support / contact email but couldn't find one so apologies if this is the wrong place!


Thanks for any help. I'd love to use this tool for my next project, it's really fantastic.

@gapMindful Shoot, I didn't know this issue was so easy to replicate. I'll try to push out a new build that fixes this by the end of the day. Thanks for being patient and restarting to check out the rest of the demo :]

I agree with what you said, the rotation is a bit finicky at the moment, as sometimes it rotates unintentionally. I originally dealt with this by having the rotation only occur if the player held their hand close to their face, however I extended it forward in order to make sure people can rotate easily. I plan on adding visual queues for the rotation to remedy this issue.

The reset orientation should be set to R... I may have made a mistake in the last update that disabled this feature, I'll check it out.

Thanks for taking the time to check out my entry! I really appreciate it. :]

@bernhelm - I'm sorry to hear you experienced this issue, it's known to happen under certain circumstances and I'm releasing an updated build soon that should solve the problem. Thanks for checking out Spacehiker!

Hello,

I can't seem to find a way to send private messages on this site. If you'd like to reply in private, you can reply to our email "contact@25hd.net"

We are currently working on a large scale project, so we don't have too much time to devote to side projects. However, your proposal does sound interesting! We haven't worked with the LEAPMOTION for awhile, but they have made great strides as of late, so I'm open to exploring this idea.

Could you let me know more about your haptic solution, as well as the scale and scope of the project you'd like us to work on?

Thanks,

Matt @ 25HD