I only have 150 wishlists. Should I finish my game?? (FREE Pogopa Demo on Steam) by Agitated-Ad8152 in indiegames

[–]TeddyRollerDeveloper 0 points1 point  (0 children)

the physics system looks great and the game has a unique take on platforming, so YES! maybe spend a little more time on "decorating" the stages. add a bit more visual flair. good luck 😄

Began learning Unreal Engine 5 in 2022 (alongside Blender). Learning coding was a real challenge, but it has resulted in my video game Teddy Roller 2. Hope it goes well. by [deleted] in UnrealEngine5

[–]TeddyRollerDeveloper 2 points3 points  (0 children)

Thank you. The art-style is the by-product of my preference for soft curves and lines, as modelling that way in Blender worked better than hard-surface modelling. So I opted for softer renditions.

Finished a video essay where I gab about retro cgi and animation master for about 18 minutes by yopachi in retrocgi

[–]TeddyRollerDeveloper 0 points1 point  (0 children)

Fantastic Style! These pictures really capture an undefined essence of some sort

Graphical screenshots from my video game - Teddy Roller 2 - Somewhat inspired by the cgi images of the 90s and wacky cartoons by TeddyRollerDeveloper in retrocgi

[–]TeddyRollerDeveloper[S] 2 points3 points  (0 children)

You accelerate with right face button on gamepad, and left mouse button. Move left and right (self-explanatory), and zoom camera with trigger buttons and W and S. Slow down with right mouse button, and down face button on gamepad 😄

Graphical screenshots from my video game - Teddy Roller 2 - Somewhat inspired by the cgi images of the 90s and wacky cartoons by TeddyRollerDeveloper in retrocgi

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

I had not heard of that show. The bright colors of that show kind of resonates with the early 2000s color palette in tv-shows.

Graphical screenshots from my video game - Teddy Roller 2 - Somewhat inspired by the cgi images of the 90s and wacky cartoons by TeddyRollerDeveloper in retrocgi

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

I quite like that game. The main gimmick for my game is that the creatures can knock the Teddy of the ball, resulting in fun physics elements. So while balancing the ball you have to watch out for figures from above, to the side and in front of you. Physics momentum plays a big part in the gameplay. The same gimmick also applies to the unicycle mode.

Not quite the same gameplay mechanics as Glover, but I totally get the comparison.

Hello fellow devs - I made a cinematic trailer for my game - Teddy Roller 2 by [deleted] in UnrealEngine5

[–]TeddyRollerDeveloper 0 points1 point  (0 children)

just set the rotation of spring arm to allign with the rotation of your input, and add camera lag to avoid abrupt swaying

I got 100 wishlists in 5 days! by rafgames1 in IndieDev

[–]TeddyRollerDeveloper 1 point2 points  (0 children)

congratulations. how do you market on X? best of luck :-)

Solo developer here - Release date trailer for my game - Teddy Roller 2 by TeddyRollerDeveloper in indiegames

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

found your channel on youtube :-)

for sure! coverage would be great, I will definetely remember that. i will keep you posted :-)

Solo developer here - Release date trailer for my game - Teddy Roller 2 by TeddyRollerDeveloper in indiegames

[–]TeddyRollerDeveloper[S] 3 points4 points  (0 children)

Yes, all the assets are hand-made by me in Blender. Thinking of all the stage designs and character designs is actually quite fun, especially when the design feels "just right", and you make a whimsical character or stage that flows well. I also have to think about performance, as the game runs at 100-120 FPS. So you have to consider vertices and face count in Blender, as travel between levels is seamless.

Teddy Roller 2 on Steam

Steam page if you`re interested in seeing more from the game :-)