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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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DNAbro

Member
That is god damn awesome. Well done to you all.

Thanks! We have two more iterations after this, next is about combat, npcs, and I believe a questing system. Excited to work on it more, only problem is that I have a lot less time for personal projects.
 

asa

Member
Whirl Brain studios are the copycats? They even copied the screenshots and game description in the game´s Play site. Hope Google acts fast, that must suck.

Google did act fast and the Copy Power hover is gone from the store! But that's not the end of it, we also found the same game on Amazon store for 0.99€, we also told Amazon about it. But as the same company has like 30 different copy-games out in the Amazon store, I don't have high hopes for it's hasty removal.

I just played 2 levels, the attention to detail is AMAZING. Loved how the story was told, the interface by using game elements instead of simple menus and the game controls very well. Also, the spanish translation is very well done, usually mobile games get this wrong more times than not and it really bothers me, but it´s perfect in this one.
Rated 5*, will play more later and buy the add-free version :)

Thank you, our friend did the Spanish translations, I'll let her know!

Sux! How to protect on that?

After I quickly checked the game out, it turns out the they didn't actually rip our models, they just used screen shots/video from the game as backdrops and used their own elements on top of that. It just looked like they had ripped the models judging from the Google play screen shots. So not that sophisticated copy cats :)
 
So if I'm curious about starting up a pet project, what is the best engine for a beginner? I have no issue programming(its my day job), but I've just never done game dev. Preferably something that has a lot of free/good priced asset packs to help get me started.

Also, out of curiosity, what made you guys choose the engine you chose?
 

Lautaro

Member
So if I'm curious about starting up a pet project, what is the best engine for a beginner? I have no issue programming(its my day job), but I've just never done game dev. Preferably something that has a lot of free/good priced asset packs to help get me started.

Also, out of curiosity, what made you guys choose the engine you chose?

It seems you need Unity: is free, uses C# and it has an Asset Store with lots of free/cheap goodies to experiment.

In my case I went with Unity because it lets me use my extensive experience with C# (around 10 years working with .NET), also there's lots of tutorials and books so learning and obtaining results was pretty fast. Tried XNA before that but I got frustrated when it was the time to start creating content, I rather have an editor for that.
 
Google did act fast and the Copy Power hover is gone from the store! But that's not the end of it, we also found the same game on Amazon store for 0.99€, we also told Amazon about it. But as the same company has like 30 different copy-games out in the Amazon store, I don't have high hopes for it's hasty removal.



Thank you, our friend did the Spanish translations, I'll let her know!



After I quickly checked the game out, it turns out the they didn't actually rip our models, they just used screen shots/video from the game as backdrops and used their own elements on top of that. It just looked like they had ripped the models judging from the Google play screen shots. So not that sophisticated copy cats :)
I used to know someone at Amazon that did legwork for the App store. Don't think he's there anymore but I'll send out an email to him and PSA on DevGAF Twitter - get some retweet action @Amazon
 
Amazon has gotten into the game engine business with Lumberyard.

It's based on the code they licensed from Crytek (CryEngine).

FAQ here.
GAF thread here.

No license fees or royalties, but you must not use any web services but Amazon's.
Source available (but not open source – like Unreal).

How good is the visual scripting/scripting? I'm bad at deeper coding, and visual scripting makes more sense to me. I'd look at it but I'm at work right now.
 
Amazon has gotten into the game engine business with Lumberyard.

It's based on the code they licensed from Crytek (CryEngine).

FAQ here.
GAF thread here.

No license fees or royalties, but you must not use any web services but Amazon's.
Source available (but not open source – like Unreal).

VERY interesting. If they get a decent Addon Store up it could be a contender. The easy AWS integration makes it an extremely compelling choice if you're looking to make an online game.
 

Valkrysa

Neo Member
Also, out of curiosity, what made you guys choose the engine you chose?

I chose Game Maker: Studio simply because I have zero programming knowledge and I've wanted to make games my whole life. Once I realized the engine was more powerful than some of its earlier iterations and could actually produce some really quality games, I decided to load up some tutorials and just get started.

I knew to get far I'd need to learn coding in some regards, so I specifically learned to make games in Game Maker without every using the Drag N Drop features. I wanted to code everything in GML, right down to using as little of GM:S's built in variables as possible (coding my own physics, etc).

I feel like after nearly 3 years of using GM:S that I have a decent understanding of how to script things, but I'm still terrified of jumping to Unity as I'm not sure how well any of the skills I learned from GML script will transfer to a real language. In the mean time GM:S does a solid job for me and I'm able to produce console games using it.
 

correojon

Member
So if I'm curious about starting up a pet project, what is the best engine for a beginner? I have no issue programming(its my day job), but I've just never done game dev. Preferably something that has a lot of free/good priced asset packs to help get me started.

Also, out of curiosity, what made you guys choose the engine you chose?

I´ve spent like 10 years without doing any games and when I recently started one I went with Unity, but everything was taking too long. So I decided to get back to what I was using 10 years ago (Game Maker) and everything is going much better. I know it´s not comparable to Unity or the other more advanced tools, but I preffer to use the little time I get to achieve things instead of fighting to learn a new engine.
 
Just released the Android version of the Power Hover!

Google Play Link
Game is free on Android, with ads + one time iAP to remove them..

Anyone with Android devices, I would appreciate If you could check the game out, to see that it starts at least :)

Little Promo art I made for the launch:

Downloaded, purchased and rated 5 stars. This is a gorgeous and fun game. Thanks for getting to Android so quickly. Any chance we might ever see gyro controls?
 
Just released the Android version of the Power Hover!

Google Play Link
Game is free on Android, with ads + one time iAP to remove them..

Anyone with Android devices, I would appreciate If you could check the game out, to see that it starts at least :)

Little Promo art I made for the launch:
Downloaded! I really loved the interactive opening that went into the opening credits. That was pretty well-done.
 

Belstras

Member
Just released the Android version of the Power Hover!

Google Play Link
Game is free on Android, with ads + one time iAP to remove them..

Anyone with Android devices, I would appreciate If you could check the game out, to see that it starts at least :)

Little Promo art I made for the launch:

Love the aesthetics. The music is cool and fits so well! Its crazy to me that a small company have to deal with false versions already, and that there are people out there that spend their time with it. <.<
 

Lautaro

Member
Nice, got pathfinding working with the dungeon procedural generator (well, I still need to fix some bridges that lead to nowhere), I could start working in a playable prototype... I still got to finish my other game though, mmm decisions decisions.

IvoBTMg.png
 

Dascu

Member
Payment thresholds are really annoying. Can't get payment from HumbleBundle until I sell a few more copies there, but sales are all but dead on that site outside of discount periods.
 

correojon

Member
I chose Game Maker: Studio simply because I have zero programming knowledge and I've wanted to make games my whole life. Once I realized the engine was more powerful than some of its earlier iterations and could actually produce some really quality games, I decided to load up some tutorials and just get started.

I knew to get far I'd need to learn coding in some regards, so I specifically learned to make games in Game Maker without every using the Drag N Drop features. I wanted to code everything in GML, right down to using as little of GM:S's built in variables as possible (coding my own physics, etc).

I feel like after nearly 3 years of using GM:S that I have a decent understanding of how to script things, but I'm still terrified of jumping to Unity as I'm not sure how well any of the skills I learned from GML script will transfer to a real language. In the mean time GM:S does a solid job for me and I'm able to produce console games using it.
I´d say that if you can make games in GML you are ready to make the jump, there are a bunch of resources to get you up to speed in C# in not much time. You´ll have a harder time learning the engine itself though. After knowing my way around GM pretty well it was too frustrating for me not being able to do the most basic things in Unity, but it´s true I never tried to learn the engine by itself, just started making a game and looked up things here and there when I reached a wall...not the best approach.
 

Bollocks

Member
Anybody remember Tamagotchi?
The other day I had an idea to make a Tamagotchi like game where you grow weed.
Problem is I don't know anything about growing weed but I know that you need to take care so I think it could work lol
 
Anybody remember Tamagotchi?
The other day I had an idea to make a Tamagotchi like game where you grow weed.
Problem is I don't know anything about growing weed but I know that you need to take care so I think it could work lol

This post reads like something someone would say after indulging in some really dank marijuanas.
 

Bollocks

Member
This post reads like something someone would say after indulging in some really dank marijuanas.
Haha, and I don't even smoke.
Got the idea while reading a Reddit post about some user growing his own mushrooms for ramen. He even had his own sterile box, looked like some kind of miniature laboratory, in his living room no less, THAT looked dank.
But I thought like growing mushroom's as a game mechanic is not controversial enough.

Problem is I don't know what the goal of growing weed as a game should be, you can't sell it, maybe grade the quality but idk how I should measure that
#gameideas
 

Blizzard

Banned
And then you're talking to law enforcement.

"No, officer, my internet searches about growing marijuana were purely for game development research purposes!'
 

LordRaptor

Member
Anybody remember Tamagotchi?
The other day I had an idea to make a Tamagotchi like game where you grow weed.
Problem is I don't know anything about growing weed but I know that you need to take care so I think it could work lol

AFAIK, its called weed because its extremely easy to grow, and you can c+p any guidelines about growing tomatos to apply to it.
For grading, just look at how something like homebrew beers are graded competitively; I'd imagine something like, taste, strength, smell, overall.
 

Kasternic

Neo Member
Hey guys! I'm here to talk about a game that me and some friend are developing, it's called Tiny Little Bastards...

gameLogo.png


Tiny Little Bastards is a 2D platformer Action RPG that tells the story of the three siblings Ivarr, Helga and Ubba. They are unlucky tavern owners, whose tavern has been sacked by a horde of annoying little Goblins. They are now forced to take up arms to defend their tavern and recover their beloved beer!

l3nWrxTLTv6028R5m.gif


I'll also list some of the core mechanics of our game...

Weapons:

Basically, in Tiny Little Bastards the main characters will have 2 different kinds of weapon each.

- Ivarr is the strongest of the three, punching foes with Fist Weapons and slamming goblins with Heavy Hammers;
- Helga is an angry badass Shield Maiden, carrying Axes and Spears to battle (besides her Shield.. only used in abillities);
- Ubba is the lightest and fastest of the group, shooting with his Longbow as well as fighting in close combat with Daggers.

Both weapons can be used at any time and the player can switch between them easily by pressing a single button.

Gems:

The Gems took the place of equipment pieces. From now on, the player will be able to equip two Gems in the Greater Slots and three in the Minor Slots.
Gem slots will be available as the player levels-up. The Greater slots activate the Primary and Secondary powers of a Gem.

A gem in the Primary and Secondary Slots will affect the use of the primary (aka "Light") and Secondary (aka "Heavy) weapons respectively. The effect can change the way you fight in significant ways, such as adding a change to invoke a lightning bolt onto foes or set them on fire.

Gems in the Minor Slots offer Stat changes, giving a positive buff to a specific stat but reducing another one; for example: A Gem can give the player +30 Life but it may take away -5 Stamina.

Chosing carefully (and crafting) the stones you use is the key to a good character build.

These are the following stats changed by the basic types of Gem:

- Life
- Stamina (Every major action consumes Stamina. Running, Attacking, using Abilities...)
- Armor
- Damage
- Critical Chance.

Crafting & Upgrading:

To support the whole character build system, Tiny Little Bastards will have a few crafting systems where the player can create diferent Gems and Potions. Many weird recipes will be a secret and uncovering them will be an important part of the game.

As there is no longer weapon drops in TLB, every character will be able to upgrade his weapon and make it even more powerful. Every weapon has three forms that are unlocked when it reaches a certain level.

Ubba_Ivarr_Helga.png


The game will also have a Talent System...

Talent System:

To make the gameplay more dynamic, we're implementing a talent system. Players will be able to chose from passive and active abilities to change the way the characters interact with enemies. From passive boosts that grant a permanent +20% Life to a powerful Burps that damage enemies with sheer rage! Talents are necessary to achieve a top-quality character build coupled with the smart use of Gems.

Other features:

Besides the Action RPG mechanichs covered above, players will face the challenges of the game in a beautiful Platform world. Expect to see the following features:

- Wide variety of enemies, from bee-shooting-bears to mushroom turtles
- Rich Dungeons and Quests, including secret passages, optional choices and objectives
- Traps of the most devious kinds
- Level puzzles
- Treasure hunting events
- Side-scrolling with viking-furious-smashing and a loot of terrible jokes!

We like to think that Tiny Little Bastards is the bastard son of Diablo&#8217;s character progression with Castlevania&#8217;s Level Design!

giphy.gif


Technical Info:

Engine: Unity.
Level Design Tools: Unity
Animations: Handmade frame-by-frame using Photoshop CS6.
Target Platforms: Windows, Mac, Linux, Xbox One, PlayStation 4.

We are the Overlord Game Studio, a small independent studio from Rio de Janeiro - Brazil.
Overlord Game Studio Website

Our Team is composed of 6 guys:

João Requião - Programmer, game designer.
Yan Magalhaes - Game Designer and level designer.
Marcelo Ribeiro - 2D artist and Game designer
André Colares - Composer and Sound Designer
Davi Lisboa - Interface designer & general Designer
Bernardo Castro - Social Media, Programming Intern & Master Coffee Maker.

Overlord Game Studio

Tiny Little Bastards
 

Jumplion

Member
I've been in a fever dream, tweaking and adjusting things here and there. I've been focusing mostly on the visuals of the game, and I found a mirroring/kaleidoscope script that's giving me some neat results

http://gfycat.com/DirtyHatefulBronco


So close to finishing up, I can feel it in my bones. Just need to do some better visual stuff, add leaderboards, and maybe even a currency thing to unlock different visuals/cosmetics for the player/background or something. Planning to do a simple monetizing thing of put a splash ad after a few games, and paying gets you ad free plus all the cosmetic stuff. We'll see, I dunno.
 

Razlo

Member
Hey guys! I'm here to talk about a game that me and some friend are developing, it's called Tiny Little Bastards...

gameLogo.png


Tiny Little Bastards is a 2D platformer Action RPG that tells the story of the three siblings Ivarr, Helga and Ubba. They are unlucky tavern owners, whose tavern has been sacked by a horde of annoying little Goblins. They are now forced to take up arms to defend their tavern and recover their beloved beer!

l3nWrxTLTv6028R5m.gif


I'll also list some of the core mechanics of our game...

Weapons:

Basically, in Tiny Little Bastards the main characters will have 2 different kinds of weapon each.

- Ivarr is the strongest of the three, punching foes with Fist Weapons and slamming goblins with Heavy Hammers;
- Helga is an angry badass Shield Maiden, carrying Axes and Spears to battle (besides her Shield.. only used in abillities);
- Ubba is the lightest and fastest of the group, shooting with his Longbow as well as fighting in close combat with Daggers.

Both weapons can be used at any time and the player can switch between them easily by pressing a single button.

Gems:

The Gems took the place of equipment pieces. From now on, the player will be able to equip two Gems in the Greater Slots and three in the Minor Slots.
Gem slots will be available as the player levels-up. The Greater slots activate the Primary and Secondary powers of a Gem.

A gem in the Primary and Secondary Slots will affect the use of the primary (aka "Light") and Secondary (aka "Heavy) weapons respectively. The effect can change the way you fight in significant ways, such as adding a change to invoke a lightning bolt onto foes or set them on fire.

Gems in the Minor Slots offer Stat changes, giving a positive buff to a specific stat but reducing another one; for example: A Gem can give the player +30 Life but it may take away -5 Stamina.

Chosing carefully (and crafting) the stones you use is the key to a good character build.

These are the following stats changed by the basic types of Gem:

- Life
- Stamina (Every major action consumes Stamina. Running, Attacking, using Abilities...)
- Armor
- Damage
- Critical Chance.

Crafting & Upgrading:

To support the whole character build system, Tiny Little Bastards will have a few crafting systems where the player can create diferent Gems and Potions. Many weird recipes will be a secret and uncovering them will be an important part of the game.

As there is no longer weapon drops in TLB, every character will be able to upgrade his weapon and make it even more powerful. Every weapon has three forms that are unlocked when it reaches a certain level.

Ubba_Ivarr_Helga.png


The game will also have a Talent System...

Talent System:

To make the gameplay more dynamic, we're implementing a talent system. Players will be able to chose from passive and active abilities to change the way the characters interact with enemies. From passive boosts that grant a permanent +20% Life to a powerful Burps that damage enemies with sheer rage! Talents are necessary to achieve a top-quality character build coupled with the smart use of Gems.

Other features:

Besides the Action RPG mechanichs covered above, players will face the challenges of the game in a beautiful Platform world. Expect to see the following features:

- Wide variety of enemies, from bee-shooting-bears to mushroom turtles
- Rich Dungeons and Quests, including secret passages, optional choices and objectives
- Traps of the most devious kinds
- Level puzzles
- Treasure hunting events
- Side-scrolling with viking-furious-smashing and a loot of terrible jokes!

We like to think that Tiny Little Bastards is the bastard son of Diablo’s character progression with Castlevania’s Level Design!

giphy.gif


Technical Info:

Engine: Unity.
Level Design Tools: Unity
Animations: Handmade frame-by-frame using Photoshop CS6.
Target Platforms: Windows, Mac, Linux, Xbox One, PlayStation 4.

We are the Overlord Game Studio, a small independent studio from Rio de Janeiro - Brazil.
Overlord Game Studio Website

Our Team is composed of 6 guys:

João Requião - Programmer, game designer.
Yan Magalhaes - Game Designer and level designer.
Marcelo Ribeiro - 2D artist and Game designer
André Colares - Composer and Sound Designer
Davi Lisboa - Interface designer & general Designer
Bernardo Castro - Social Media, Programming Intern & Master Coffee Maker.

Overlord Game Studio

Tiny Little Bastards

I dig the art style
 
Nice, got pathfinding working with the dungeon procedural generator (well, I still need to fix some bridges that lead to nowhere), I could start working in a playable prototype... I still got to finish my other game though, mmm decisions decisions.

Looks nice. What engine?
 

asa

Member
Downloaded, purchased and rated 5 stars. This is a gorgeous and fun game. Thanks for getting to Android so quickly. Any chance we might ever see gyro controls?

Thanks! For gyro, I don't think so, we are supporting controllers though.

Downloaded! I really loved the interactive opening that went into the opening credits. That was pretty well-done.

Thank you! Glad you like it, the interactive cutscenes are one of those happy accidents that in the end work better than the original plan.
Our original idea was to get a thirdparty do us a video cutscenes. But then the guy who was supposed to do them got really busy with another project and just couldn't do it in time. So I had to come up with a solution how to tell the story without a massive amount of video work and how to get them done in a short amount of time. I'm pretty please with the end result :)

Love the aesthetics. The music is cool and fits so well! Its crazy to me that a small company have to deal with false versions already, and that there are people out there that spend their time with it. <.<

Yeah, it's too bad, all that time wasted on something like that... I guess they were hoping the game would have become bigger hit. :p


Here's something fun we did today evening:
WebGL Diorama
Small Interactive Diorama out of that Android promo picture I posted earlier, check it out, it's pretty RAD :D
 
I think my friend and I decided we're going to do a little tower defense game starting out. However, we're using Unreal Engine 4. I don't particularly think of UE4 when I think of tower defense games...so we'll see how this goes!
 
.... wow this is actually really nice.
Haha, yeah. It's always nice to peek on other entries and see how they're doing XD
I feel a bit more comforted knowing that of the 2,071, Advance seems to have managed to land slap in the middle at 1038.
I'll need to start getting my marketing on to start climbing to that elusive top 100 still :eek:
I'll probably poke absinthe or pehesse later XD
 

Lautaro

Member
Can I ask you for some detail into the process?

Well, there's not much mistery, I had 2 plugins I bought some time ago: Apex Path (for pathfinding) and Dungen (for dungeon generation), they are the main reason that I decided to go for a roguelite because they would save me a lot of time. I just needed to integrate them so they could work together (luckily they have callbacks and events that I can use to determine when one has finished generating so I can fire up the other by code).
 
Well, there's not much mistery, I had 2 plugins I bought some time ago: Apex Path (for pathfinding) and Dungen (for dungeon generation), they are the main reason that I decided to go for a roguelite because they would save me a lot of time. I just needed to integrate them so they could work together (luckily they have callbacks and events that I can use to determine when one has finished generating so I can fire up the other by code).

Cool.

UE4 has a lot of stuff like that, too, and I assume Lumbrjack will as well.
 
MgykiZX.gif


Using one of my game design classes to finally work on a point n click game I've been planning for a while. Placeholder art so far, but the doors in the background are clickable, and the player auto navigates after a click. Only doing a small scene for the class, but hoping to build out an engine in unity so that I could build out the whole thing with placeholder art.
 
All the necessary pieces in the first floor are done but now I'm finding out that I'm superbly terrible at level dressing.

I'm going back and playing Bloodborne for some reference now.
 

correojon

Member
I´ve been working hard on the level editor and I think it´s turning out very nice:
e1HFu20.png

  • In the center you can see the main panel where you can put objects. The white squares at the right and left borders are used to scroll slowly through the level. The yellow bars at the left and below the panel are used to jump to different parts of the level (each level can be 10x10 "screens"). The start and goal appear in this bars so you can easily locate them. There will be special items to place in the editor that will appear here as well, to help navigation in big levels. The green play button spawns the player so you can test the level in the editor panel itself. When going back to Edit mode the player shows shadows in the last 100 known positions where he was, this helps a lot to determine jump distances and heights or item/enemy locations. The checkedboard was copied from LilithePale´s editor, it´s a great idea.
  • In the right there is the Items panel, with different tabs (static objects, moving objects, enemies, collectibles and tiles). Select an item here and drop it in the editor panel to add it to the level. Normal blocks automatically select the tile to show like in SMM. If you select a configurable object, like a vertical moving platform, it will appear in the properties window where you can adjust it´s properties (in this case, starting direction and speed). It can´t be appreciated in the image, but the checked background scrolls accordingly to show the current speed and starting direction.
  • At the top there is the Configurable palette: You can drag items from the item panel here to have faster access to them while editing your level.
  • In the left there is the Style panel: choose one style and the background and tiles change automatically to match it.
  • In the lowest part there is the Info panel: right now I´m using it for debugging but it will show general object information, like how many platforms have you used and how many left you have (there will be an item limit).

There are a lot of useful functionalities built-in, like adding straight lines of items by pressing Ctrl, selecting and moving or deleting many items with shift, filling entire zones with items by pressing Shift+Ctrl, blocks autotiling whenever you make any change to their surroundings...You can also change the zoom in the editor panel in & out. Right now it´s really fast to create a simple level with all these tools.

Also, yesterday I could FINALLY redesign the main character and make it fit the 32x64 size and look good:
yaRcpo0.png

The tail doesn´t count as it´s purely visual and has no effect in collisions or anything. I like a lot that it finally looks more "cute" than "cool" like the previous sprite did. I don´t know if it´s clear what animal it is though...what do you think it looks like?

Everything is finally falling into place, I hope I can realease a test level soon :)


Just released the Android version of the Power Hover!

Google Play Link
Game is free on Android, with ads + one time iAP to remove them..

Anyone with Android devices, I would appreciate If you could check the game out, to see that it starts at least :)

Little Promo art I made for the launch:
I´ve been playing this the last few days and it is a very good game. Every stage introduces new mechanics, they are perfectly presented, there is a lot of variety (having to pursue the robber, reaching the longest distance in boss fights...) the batteries are used very well to teach things, hint the best path or provide challenges...Really great game design in all aspects.
My favorite level atm is the Cylinder one (Roller?), I got huge FZero 64 vibes from it!
One question, what´s the magnet for? I´ve got 2 upgrades for it but haven´t noticed any difference.
What a great game!
 

SeanNoonan

Member
Hey guys! I'm here to talk about a game that me and some friend are developing, it's called Tiny Little Bastards...

The game looks great. The name sucks.

Pro tip, don't put a swear in your game title unless you want to be niche as fuck and have trouble further down the line with platform holders.

...and yeah, what Absinthe said, advertising dumps aren't cool - there's no rule against it, but it's an abrasive way to make an entrance into a community.
 

asa

Member
Also, yesterday I could FINALLY redesign the main character and make it fit the 32x64 size and look good:
yaRcpo0.png

The tail doesn´t count as it´s purely visual and has no effect in collisions or anything. I like a lot that it finally looks more "cute" than "cool" like the previous sprite did. I don´t know if it´s clear what animal it is though...what do you think it looks like?
I like the character, Mirrors edge + Majoras mask + Hotline miami mix going on! I get a impression that animal is a badger. :)
That tail is going to be fun to animate and will bring lot of natural flow to the movement.

My favorite level atm is the Cylinder one (Roller?), I got huge FZero 64 vibes from it!
One question, what´s the magnet for? I´ve got 2 upgrades for it but haven´t noticed any difference.
What a great game!
Glad you like it! The magnet gives you a slight magnetic effect on batteries, increasing the radius you can collect batteries. If you go back to earlier levels you should find collecting all batteries a bit easier task. :)
 

LordRaptor

Member
Has anyone else noticed a weird anti-unity backlash movement growing over the last few months, or am I imagining it based on Firewatch having some performance issues and people rushing to blame the engine as a current hot topic?

Because comments I've seen along the lines of "if its unity I know its going to be shit" are pretty concerning to me as someone working on unity stuff.
 
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