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TeaTM's Unnamed Collectathon

6 hours ago

I genuinely don't know what to do in this corner of the map lol. I'll figure it out though.




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Quick desert theme I made last night. It's pretty generic but I enjoy it. You can actually see a hint of Acceleroll's desert theme if you listen closely.

I am currently in a hell of bugs and jank.

I'm getting the page for my 3D collectathon up. It's about being a 2D character in a 3D world. And it's inspired by the greats of the genre. Choosing GameJolt as my host once again <3

Working on moving platforms and quicksand. Platforms are a little hacky, but it works. Quicksand works similar to Mario 64 (it's insta-kill). I also made this sand swirl shader for quick sand (it's animated)

Improving the radar system, it was actually bugged before. I'm going to be doing another round of private playtests today. I made some pretty big changes. Also the darkness mechanic is gone.

Made this oasis, let's see if you can figure out the secret. (Sorry about poor quality, OBS is having trouble on my Mac). I might throw in some slimes here, but that will come later.

Working on Mario style sub worlds, with my recent physics object system I added volleyball with a crab.

Update to the physics objects: I have added the most silly feature to the game so far. Kickable objects can damage enemies. It's tricky to pull off right but so fun. I also made them far more reliable (they don't get launched 1 jillion feet in the air).

Rare irl video, but I got controller support working on desktop. I'm still trying to make keyboard/mouse viable, but this super cool. Gamepad support in Unity is super weird, so I'm very happy.

Nevermind the desert level is not done, I thought of more ideas. Now there's kickable physics objects. They need to be oversized due to the player controller, which I feel like adds to the charm.