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About atte

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    Thumb Citizen
  • Birthday 07/10/1984

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  1. [Released] They Came Through the Floor

    Nice, one reason for the lack of instructions actually was that I thought maybe some players would enjoy the challenge of figuring out how this simple yet pretty unconventional action game worked (because when you know what to do exactly it's currently really straightforward.) About the ending: I'm rethinking and adjusting a lot now so the next update will take a few weeks probably but I'm still excited to keep on developing this.
  2. [Released] They Came Through the Floor

    Thanks, that's really nice to hear. While there is still much to add and tune I do also already feel like there is a satisfying core of a game hiding there.
  3. [Released-ish] The Fresno Experiment

    This has ton of atmosphere already, and yeah some moody soundscape would really heighten the spookiness. Having completely lost the sense of direction, stumbling into a new location/point of interest felt really satisfying. I had a nice conclusion to my first try:
  4. [Released] They Came Through the Floor

    *Extreme sweat drop smiling emoji* Now I have valuable video evidence of how truly obscure the game currently is for new players. (again, if you're still curious check the gameplay video that's here and on itch game page)
  5. [Released] Buried Treasure

    The island is nicely varied but not too confusing. The mood is very pleasant and calm, I particularly like the light and low saturation green of the grass. Hand drawn sketches depicting locations from the low-poly environment creates a fun and interesting contrast: Two very different kinds of abstractions meeting each other. I felt that the target locations were actually pretty generous in size. After it looked like I had found one I usually got it after a one or two tries. If you would be interested in working more on this, I'd love to have some more traversal options like jumping off cliffs and climbing (that would be quite a lot of extra work though). + Yeah, the treasure in the end was a fantastic surprise.
  6. [Released] They Came Through the Floor

    Thanks for trying it out. The horizontal and vertical speeds transfer directly to the ball form, which is not affected by gravity. So for example going to ball immediately after jumping is a good way to travel fast. If you haven't already, and are curious, check the video (that I posted here also) where I play through the levels (level 1 goes super smoothly! level 2 not so much) The challenge is now probably way too high for new players getting used to the game, I will make the learning process smoother in future. And yeah, I tested and designed with a controller on mind so at least for me it's way easier with a gamepad.
  7. [Released] They Came Through the Floor

    This makes me very, very happy! This was pretty much the core of the whole initial idea. I was really drawn to this idea where the main resource and the main hazard are the same. You played with arrows instead of WASD? I kind of forgot that that was an option. I can definitely add the Z and X keys too. I pretty much always tested with a gamepad so I didn't pay close enough attention to those things. There's already solutions to these in the game but it's totally my fault for not making them really stand out in any way (both were pretty late additions that I implemented quickly). - You can get new points from the opened shining orb. I should add something to the end phase, it can get quite barren, but I also love the effect when suddenly the previously busy room starts to get quieter when the ghost worm arrives. - When you have 0 points, shooting button now punches, and with that punch you can break blocks. I'm considering making the punch be always available (with a separate button) and I'll think of also other uses for it. Yeah, now the rooms are still pretty much the same. I'm planning to make different types of orbs with varying number of locks (2 - 4), maybe even a rotating one. This is very cool, I liked the ball back shot but never really tried using it in unlocking. My method for those hard to hit bottom locks was always to collect the full 3 points which makes you shoot directly up (+ left and right).
  8. [Released] They Came Through the Floor

    Thanks, my musician friend had limited time during the jam but there's more action music coming sometime soon. This kind of surreal style in a flat(ish) 2D environment is pretty fun for me to draw, as I don't have to stress about things like realism and perspective. I get mentally stuck really easily but art like this flows usually quite naturally - I should definitely draw more with this style and attitude (while still trying to learn more challenging stuff on the side sometimes too). This time the jam was largely a chance to start prototyping this idea I've had for some time now. I have a strong idea of the direction, but very vague idea of the end goal for this project. That's why the 2 week jamming result is, especially gameplay wise, quite half-baked and obscure to new players. Right now I still have plenty of inspiration and interest to continue developing this.
  9. [Released] They Came Through the Floor

    Thanks for playing! I recorded a playthrough of the new version showing how it's played currently: My process of designing gameplay in this project was/is very tentative and winding - slowly inching towards a nebulous goal (that sometimes feels crystal clear, sometimes nonexistent). There is some things in place already, that I really like. Now the most fun for me is to try to speedrun a level, but going forward I want to tone down the hecticness (while still keeping a fast pace) and introduce more strategic elements and secondary goals. I love the feeling in Spelunky when you try to observe an area and piece together a plan as fast as you can. That's kind of a high aspiration, but I guess that is what I'm really aiming for here.
  10. [Released] They Came Through the Floor

    Post jam update now on itch It's a real certified video game now as you can actually finish the levels! More action music is coming sometime soon, and I have still gameplay and graphics stuff I want to add at some point too.
  11. [Released] They Came Through the Floor

    While the core ideas and mood is there the actual levels are very, uhmm, undesigned - still I wanted to show/document some current gameplay: Edit: Here's my current notes for continuing:
  12. [Released] Our Weird Monstrosity

    This was really versatile and easy to learn and use! Here's a monstrosity I made while I was just figuring out what it could do, will definitely try again.
  13. [Released] They Came Through the Floor First version now available - It's a work in progress in many ways but please check it out and enjoy and experiment with what's there now. I might record a playthrough video tomorrow, the mechanics might be a bit obscure for fresh eyes...
  14. [Released] They Came Through the Floor

    I kind of enjoy making visual effects in GM even though I'm sure they usually end up being very "heavy" - as I just use new objects for everything because I'm afraid of particle effects and shaders. I don't know what I'll have ready for the deadline, I hope I get a version with some kind of progression out tomorrow so I can get some feedback/comments - I will certainly continue developing this post jam too because there's a lot to add and experiment with, and I already like what is there. Here's a low framerate blasting gif: I've experienced this before but I've noticed now again how tricky and devious game design can be - how even if a new idea sounds very clever or interesting, it doesn't mean it will work when put in the context of the rest of the game. It's a very strange emotional arc when you first feel like a genius and then have to slowly admit to yourself this road actually leads nowhere
  15. [dev log] A Wish Upon A Star

    The more detailed ordinary everyday elements (people, bed, door...) resting on those abstract, monolithic structures and backgrounds is great - the scene is relaxing and unnerving at the same time.