Bilal Go!
Bilal Go! is a turn-based puzzle video game. The player moves Colored Characters as a puzzle piece through a board game while avoiding obstacles and manipulating the environment.
Read More: Best Game Development Isometric Games.
Fail to Win
game hard spooder scare me 8/10
– Real player with 1.8 hrs in game
Read More: Best Game Development Indie Games.
fun puzzles, manageably short, pretty good game
– Real player with 1.8 hrs in game
ISLAND_NAME_HERE
Become the developer of a tropical island game in this unique puzzle adventure! 🏝 Edit various object properties to achieve your goals and unlock more of the story. Experiment, undo, and repeat; no action is irreversible. Flex your creative skills to make an experience that is entirely your own!
Key Features
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A relaxed environment with no time limits or irreversible consequences
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Puzzles that allude to some of the problems that game developers solve on a daily basis
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A meta storyline
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Laws of nature… and some defiance of those laws
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Art, music, programming, and design made by a solo developer
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Additional art, music, programming, and design made by… YOU!
Read More: Best Game Development Singleplayer Games.
DevLife
Game is still very raw and incomplete.. After 2hrs, there is not much new to do. It becomes mundane and just clicks before time expires kind of a game.. very little strategy to play. Once you hire all 6 employees most of the commissions are very easy to complete. And once a few own projects are successful, you have enough money to just sit and enjoy..
In the present stage I wouldn’t recommend the game but there is potential.
– Real player with 24.7 hrs in game
I really wanted to love this game, everything about it could’ve been done or handled way better than what it is now, and I wanted to give it a positive review, given that it’s in an early access, and made by a single developer, though I couldn’t.
The Game
DevLife is a game where you somehow end up in a locked time loop, you’ll be pausing the game a lot just so you don’t accidentally miss the “unfair” deadline.
You’re given commissions to complete based on your level, and unlocked components, eventually you’ll be able to do your own commercial projects that will profit you if you’re lucky with the RNG.
– Real player with 6.7 hrs in game
Dev Inc
My Character is Zee, i have made it to 100mil + and love the game. I would like to see more upgrades past 2060 and a possibility of multiple teams that can make multiple games at once.
ScuffingtonYT
– Real player with 33.8 hrs in game
this game has a very good idea but there are too many bugs that make the game unplayable like when you get to around 2010 every time you try to make a new game engine literally thye last week the game will freeze and youll loss the money the engine and time and dont waste your time going to the discord because its dead the dev seamed really positive about the game but i wouldnt get it right now there are just too mant bugs
– Real player with 14.3 hrs in game
AppGameKit Classic: Easy Game Development
A little background:
I’m a professional developer schooled in C### and Java. I am however not schooled to create games, but I know how the mechanics work. 3D game development is more of a hobby/side-project. Please read my review as such, if you’re completely new to programming, my feeling about this product can greatly differ from your perspective. Most of my pros and cons are subjective. But true in my opinion. Also: I use this product only for 3D development, I have no interest in the 2D side.
– Real player with 1305.3 hrs in game
I’ve changed my review. I thought about deleting it and posting a whole new review, but then I decided to keep it so TGC’s intentions to make AGK functional on Linux would be documented in the comments. If you would like to see the old review, so you’ll have some context if you read the comments, click here .
Okay, I’ve got better things to do with my time now that AGK on Linux has notably improved, and 2 lengthy reviews is 2 too many, so let’s get down to brass tacks.
– Real player with 1279.9 hrs in game
Buildmark
ABSOLUTELY WONDERFUL!! This game is one of the best sandbox games I have ever played in my life!! (and trust me, I’ve played a lot of sandbox games in the past).
First of all, I think it’s the only sandbox game that is based around raytracing and that’s an amazing idea in my opinion!
Secondly, for a brand new early access game, I find that there are already many creative possibilities and it will only get better!
third, this guy is alone! Yes you heard me right, it’s only one person who designed this masterpiece and for only one person, it really stands out.
– Real player with 6.2 hrs in game
Simple and relaxing.
– Real player with 0.6 hrs in game
Dogot Games
Welcome to this mini-game collection! All games in it are made in Godot Engine. Here you play many fun casual and puzzle games.
In Sleepy Owl, you are a sleepy owl who are trying to not be hit by bad birds. You need to keep flying when the gravity always keeps dragging you down. Try to react at really good timing and survive! As you defeat more bad birds, the score gets higher!
In Food & Hunger, you play as a gray dot who needs to collect foods as fast as you can. There are 3 types of Special Dots, speed-up dots what make you faster, speed-down dots that make you slower, and shrink dots that make you smaller. Some levels really acquire you to solve fun puzzles so as not to fail the level. It contains more than 50 levels. Who will get the best score? Go and compete with your friend!
Endless Escape
WTF It’s fucking crazy hardcore.
I’m frustrated with my memory. Even, I cannot remember what I ate yesterday. How shall I remember where I have to choose to exit? I must take a note to memory while playing. You guys get ready to try the shot.
– Real player with 4.1 hrs in game
At first, I felt that the game was harder than I thought.
But it was an interesting challenge. and I was amazed by the puzzle sense of the developer.
I was amazed at the ingenious puzzles that I couldn’t see in other games.
I’m fully willing to pay $4 for this game. I love this game.
– Real player with 2.1 hrs in game
Mocap Fusion [ VR ]
Motion Capture Fusion [VR] is an immersive roomscale mocap sandbox for artists and animators who wish to create and export motion capture animations_, or create live content_, using conventional VR hardware. With as little as a single VR HMD and two controllers users may create mocap on their own avatars. Advanced users may create more detailed motion capture including full body tracking and can be combined with other sensors (eg. Apple IPhone Truedepth sensor and Oculus Quest 2 optical finger tracking) to connect avatars to simultaneous inputs. This fusion of multiple sensor can combine many layers of motion capture in a single take; including: full body tracking, face capture, lipsync, gaze tracking, optical finger tracking.
Highlights
The term “getting into character” may apply here as literally connecting one’s self to an avatar as completely as possible and seeing them selves in a (VR) mirror while acting out a script.
Users may include their own completely custom characters (avatars) and use the same avatar throughout the production workflow. This eliminates the need for retargeting and ensures the mocap data always fits 1:1 without causing any offsets in the final results.
One of the unique features of Mocap Fusion is that it has the ability to export motion capture data and reconstruct the scene in Blender, making it available for final rendering in minutes .
Compatible Headsets (VR HMDs)
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Valve Index
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HTC Vive (and Vive Pro Eye).
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Oculus Quest (1 and 2).
Optional Tracking Hardware
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SteamVR Vive trackers.
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IPhone Truedepth sensor (facecap and eye tracking).
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Oculus Quest 2 (full optical finger tracking).
Capabilities
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Export mocap and create scenes in Blender™ instantly.
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HTC™ Vive Trackers (Up to 11 optional points) full body tracking.
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Ability to record, playback, pause, slomo, scrub mocap in VR.
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Customizable IK profiles and avatar parameters.
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SteamVR Knuckles support for individual finger articulation.
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Quest 2 optical finger tracking app for individual finger articulation and finger separation.
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Vive Pro Eye blink and gaze tracking support.
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Sidekick IOS Face capture app (Truedepth markerless AR facial tracking).
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User customizable Worlds, Avatar and Props may be built for mocap using the APS_SDK.
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Compatible with existing Unity3D™ avatars and environments.
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Supports custom shaders on mocap avatars.
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DynamicBone support for adding hair, clothing and body physics simulation to avatars.
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Breathing simulation for added chest animation.
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Add/Record/Export VR Cameras for realistic camera mocap (eg. VR Cameraman effect).
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Optimization for exporting mocap (.bvh) data to Daz 3D.
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Placement of “streaming” cameras for livestreaming avatars to OBS or as desktop overlays.
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Microphone audio recording with lip-sync visemes and recordable jaw bone rotation.
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Storyboard mode, save mocap experiences as pages for replaying or editing later.
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Animatic video player, display stories and scripts, choreograph movement.
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Dual-handed weapon IK solvers for natural handling of carbines.
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Recordable VTOL platform for animating helicopter flight simulation (eg. news choppers).
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VR Camcorders and VR selfie cams may be rigidly linked to trackers.
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VR props and firearms may be rigidly linked to trackers.
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Ghost curves for visualizing the future locations of multiple avatars in a scene.
Gameplay
The experience depends on the user’s PC and the tracking hardware used. The recommended SteamVR headsets are the Valve Index or the HTC Vive. A Quest HMD may also produce reasonable results. It is also possible to use the software without an HMD (eg. when livestreaming). Full body tracking is only available when using feet and hip trackers (and optional elbows, knees, chest). Users may achieve more realistic tracking results when using body trackers. Body trackers are optional and standing mocap is supported. Further realism my be achieved on compatible avatars by also enabling face capture or using a Vive Pro Eye for gaze and blink tracking.
History
Originally this was designed as an intuitive way for users to create virtual training videos and presentation in an immersive VR environment for added realism and then export their animation for rendering. The project was made available to a community for beta testing and since has received feedback and many feature requests which has helped add to the utility of the software for a verity of different creators.