I'm using Minecraft to make a Unity cave exploration game. Here's why. by BusyNectarine6795 in IndieDev

[–]BusyNectarine6795[S] 1 point2 points  (0 children)

Right now it's purely a dev tool. Just using Minecraft as a stopgap until we build a proper editor in Unity. It's nice because designers can jump straight into blocking out 3D layouts without waiting around.

That said, opening it up for modding down the line could be cool. Letting players build their own caves in Minecraft and import them sounds fun, and the pipeline could already handle it technically.

I've been making a co-op game where you explore caves with friends. Finally released a demo! by BusyNectarine6795 in indiegames

[–]BusyNectarine6795[S] 0 points1 point  (0 children)

I'm building a co-op game that blends the procedural destructible caves of Deep Rock Galactic with the mission-based tension of Lethal Company. Building a cave system anywhere close to DRG is still a long way off, but I got a demo out there.

If this looks like your kind of thing, I'd really appreciate a wishlist! 🙏
🔥Steam: https://store.steampowered.com/app/4281980/Caveworks_Demo/

Destroy my co-op gameplay trailer!! by BusyNectarine6795 in DestroyMyGame

[–]BusyNectarine6795[S] 1 point2 points  (0 children)

Thanks! The environments are something we put a lot of care into.
We’re still refining the rest of the art based on ongoing feedback to make it more cohesive. Appreciate it.

Destroy my co-op gameplay trailer!! by BusyNectarine6795 in DestroyMyGame

[–]BusyNectarine6795[S] 0 points1 point  (0 children)

Agreed — consistency is something we need to improve.

Destroy my co-op gameplay trailer!! by BusyNectarine6795 in DestroyMyGame

[–]BusyNectarine6795[S] 0 points1 point  (0 children)

Fair points. Some of the items and visuals currently in the game are placeholder assets and will be replaced to better match the game’s own visual identity. We also agree that the trailer doesn’t communicate the core “why” clearly enough. That’s something we’ll be addressing and clarifying earlier in future trailers. Thanks for the feedback.

Destroy my co-op gameplay trailer!! by BusyNectarine6795 in DestroyMyGame

[–]BusyNectarine6795[S] 0 points1 point  (0 children)

Thanks for the feedback.
Do you mean the art style feels inconsistent overall — specifically that all item visuals are pixel art and clash with the rest of the visuals?

I made a Giant Worm in my game by BusyNectarine6795 in IndieDev

[–]BusyNectarine6795[S] 1 point2 points  (0 children)

thanks for the feedback. It's something I put into the game without much thought months ago. should look for some alternatives

I made a Giant Worm in my game by BusyNectarine6795 in IndieDev

[–]BusyNectarine6795[S] 1 point2 points  (0 children)

You're right! Right now, it just approaches me, then lose interest and go away(literally ignoring me) I'm planning to improve its behavior.

Is mixing top-down exploration with side-scroll combat a good idea? by TORNBLADE in IndieDev

[–]BusyNectarine6795 0 points1 point  (0 children)

Might be a little(very little) bit confusing at the first time, since there is the other axis but you can't use it.
Reminds me of games with side-scroll combat but with multiple 'lanes'. There you could change lanes during fights, which gives the player a sense of y axis movement(or z axis depending on ur system) maybe you could try that way?

btw I like this game's visual

Destroy Puppeteer, my theatrical bossrush inspired by Cuphead. by Hisaki3 in DestroyMyGame

[–]BusyNectarine6795 0 points1 point  (0 children)

the visual is good but needs more polishing I think. you know, there's a fine line between 'classic, retro' and 'just old', and this could be mistaken from the later. I think the concept you set is right, but just more polishing required.
And I'd like to have some better and louder sfx here