Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

The Leet Adventure (SGB Summer JAM 2022 Entry)View game page

Submitted by SDAssets (@DeanSylar) — 4 days, 1 hour before the deadline
Add to collection

Play game

The Leet Adventure (SGB Summer JAM 2022 Entry)'s itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#53.7804.286
Game Fun Factor#83.0243.429
Game Narrative#83.1503.571
Overall#102.9613.357
Theme Presence#191.8902.143

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Honestly, it felt pretty crowded with all the assets.  One has to constantly shift the camera angles.  However, the assets used were very nice and colorful.  The story was engaging, and you have lots of neat ideas to enhance the gameplay.

Developer (2 edits) (+1)

Thanks Kuma for the kind words.
I'm working on solutions for the camera sihifting, after seeing Ash's video it kinda bugged me how much roation to see paths and such was needed by the player.. some gamers don't l,ike a lot of camera fighting and some don't mind it so trying to find a balance is quite tricky. So ideas for it so far i've thought of is..

1. Enlarging maps to make areas bigger to give more space (but this would take me ages to change) but i'm not too sure if i want to enlarge maps as it's only a small few areas that have close crowded things and besides.. SGB has issues with pretty decorated maps if they are too large
2. Maybe having an auto camera where the camera will automatically rotate to an angle better suited for exploration so the player don't have to rotate the camera themselves in crowded areas and lock the player from rotating the camera themselves, kinda like how Resident Evil does camera angling in certain areas. I do actually make use of it at some places already.. such as the two tower staircase areas in the Orphanage, some single room treasure caves, and even the Rogue(like) Insta-Death type dungeon.
3. I was looking into raycasting in Unity for my gme so when players go behind trees they become transparent but im 95% sure it probably wouldnt work, so tried other workaround iwthin SGB itself also.. transparent trees in SGB dont look great..Image
SO scrapped that idea, then tested a different type of thing that I had an idea for and well, its a solution but I dont like it, it looks cheap so decided against not using that idea either, as you can see the results in my YT video here..  
https://youtu.be/cM_uarmAI6U   

So as you can see i'm trying out solutions for the camera/view issue. My main concern really is the forest path area near beginning of game, where the lumber yard is,  the trees there do block visability quite a bit.. so maybe I need to cut the trees back there a little to give more visibility..?? I dunno, i'll get around to solving the issue.. so glad you brought up the crowded thing.

My aim really for maps was/is to immitate real life, villages can be crowded, winding close house street alleys in Egypt, forests can be dense, bushy, and overly fauna & flora'd. I tend to really over think my maps when creating then for realismn (probably why they look so pretty at times) but I guess sometimes it just don't work depending on the camera. Any hows, thanks for the observation and I am working on looking at solutions for the player camera interaction to cut it down a bit.

HostSubmitted

I barely scratched the surface of this entry before running out of time.  Everything was REALLY pretty and the maps were a lot of fun to just look at, as well as walk around in.  I unfortunately didn't get to ANY of the systems present except a few fights (and being mean to a chicken XD) but I can tell that there is going to be a LOT for me to do once I am able to play the game proper.

Thank you for submitting and I am looking forward to a proper playthrough.  Once again, just the best map designs, I for one love a dense forest and there was no shortage of trees for me in this. :)

Developer (1 edit)

Thanks for the comment, it means a lot.

It's quite funny.. people are saying the trees are a bit much or just fine, I personally dont think they are 'a bit much' but yeah i can see where some find it hard to see where they are going, this is why i left the 1st person view switch in the game and didnt block it, it helps navigate in certain instances. I'm looking into adding raycasting for the trees so they become semi-transparent as you walk behind them but fear SGB will probably not be able to make use of raycasting on trees.


I've got 2 different methods (ideas thought of) to achieve the raycasting effect though within SGB itself without using Unity so I might go with those just for simplicity if i can actually get them working.

I linked you my most recent guide info in a PM on Discord so you can use that to make sure  you can experience the game full for the JAM Demo.

Submitted(+1)

This is one of my favorite entries! I really liked the voiced narrator and the assets look amazing. Literally the only con I can think is that sometimes I didn’t know where to look because there was so much to look at. Opening everything up would improve the atmosphere in my opinion. But hands down the prettiest game submitted to this jam.

Developer(+1)

Thanks for your kind comment Tymmo.

My plan for the 1st continent (which will eventually be the game's main demo) is to keep it closed-ish exploration to a certain point to get the story moving forward and for people to be eased into what's coming for later continents... but with a little off-the-beaten-path exploration. From the end of the 1st continent (which you cant get to in the JAM demo) the game will completely open up once you solve the problem with the sailors at the 1st Continents Port Town. You'll be able to catch boats to different small explorable islands or head on to Continent 2 for the main story, of course the 2nd continents wil also have boats going to other islands and onward to continent 3 later.

I will be eventually adding in voices for the store NPCs and also all playable characters will have voiced skills too, but with me only having £110 a month to spare on things. It's mostly been going on custom battle monsters for the time being, and some other things that's not related to the game every now and then. October to January is quite a hard time for me to move my project forward due to xmas, family birthdays also being clumped within those months too, so that £110 gets shifted to that as they are priority.

I know of really three missed issues with the demo, you should have access to two orange spots for Arrie to blow up, but 'cos how Unity works it didnt transfer over the orange glowing spots and was too late to change it for the JAM, but thats now fixed for later revision releases, and also the one house in the desert town glitches badly,. thats now been fixed too. I DO know that also with the custom menus I created if you are poisoned and enter then you have the poison flashing over the red pointer, i've not sorted that yet but know exactly how to stop that.

One person said they got lost, so i'm thinking about adding some type of pointer maybe to all major exits in an area (excluding doors for houses and caves and such). My game does give major hints on what to do next as you read the story or little cutscene that may happen, so there are pointers on what to do next but evidently it's not quite enough, so i think pointers to map/zone exits will help.. maybe like the red custom menu pointer but a yellow, blue or green one. Also making it turnable on and off for those who want to use it or not, kinda like a difficulty addition maybe.

Any hows, thanks again for the comment and ive made notes of your concern and i'll see how I can fix that for the future. In the mean time i'll PM you a small guide so if you were stuck you can play further to see more of the game if you wish to play more and get to the end of the demo.

Thanks for playing!

Developer (1 edit)

just to let you know, i've been adding in markers to all main entrances (minus caves, mines, dungeons, secret hidden areas) to help people navigate better to where entrances to areas are and stuff.

Image

Developer(+1)

I hope you all enjoy my game demo!
Please leave comments, thoughts, suggestions below.

Thanks!