I like that you can sit down and you stick your little tongue out
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DNMMPDSMN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Stealth | #12 | 3.243 | 3.357 |
Novelty | #22 | 3.036 | 3.143 |
Aesthetic | #25 | 3.450 | 3.571 |
Play | #30 | 2.760 | 2.857 |
Overall | #43 | 2.254 | 2.333 |
Horny | #48 | 1.863 | 1.929 |
Sound | #48 | 1.173 | 1.214 |
Harmony | #48 | 2.139 | 2.214 |
Kink | #49 | 1.380 | 1.429 |
Narrative | #50 | 1.242 | 1.286 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I started early
Lots of core components (graphics engine, many utility libraries) were written before this jam started, and lots of old "programmer art" is present.
What was done during this jam is:
- Moving platforms
- Movement physics
- New player sprites
- Many new tile sprites
- The menu system
- All game logic outside of being able to place/remove tiles
Summary: I used libraries I've been coding for years to finally make a (very) rough game.
Comments
Thankyou! It’s been a long time coming and I’m really happy to be piecing everything together into a single project.
I hope the key bindings weren’t too crazy, I was kinda’ just mapping things all over the place during testing and it stuck..
P.s.: thanks for making me look up the definition of whizbang.
Admirable to see a game made with an original engine! It functions and controls quite well, but should show the buttons that do things somewhere in the main game. The physics feel good, though maybe a tiny bit slippery.
The pixel art aesthetic is adorably charming. I really like the use of particles, they give all of your actions a real sense of impact. I don't know if the bloody spikes and blood effects from hitting them really fit the theme, but it depends on the direction you're planning to take this project. I like the big variety of tiles to place, they'll let users make some fun levels, perhaps the multi-tile items should all appear as one object? I never did find the dinos (in the game, I found them in the files).
The potential for horny interactions in a Mario-Maker type of game is absolutely thrilling! I hope you get some fun user-made levels for it further down the road!
Thanks for the review!
The dinos are kinda hidden right now - there’s no way to remove them, and they’re not saved with the world yet. Also, they don’t render properly :^)
But, if you still want to see a dino wandering around (they don’t do anything, or even show a walk animation yet) if you hold [G] and left click it’ll spawn one.
The blood was meant as a placeholder until I got an animation put in for taking damage, but didn’t get around to it before submission! Turns out game dev is more work than I had anticipated! The bloody spikes are remnants of a much older tile set used when initially testing with rendering in 2D, and they kinda just stuck as a simple ‘obvious’ obstacle.
I agree that things feel slippery, especially when running. I’ll be cranking that waaayyy down in the post-mortem builds.
The main menu has an input submenu with all of the key bindings (except for how to spawn dinos) in it.
I’m tossing around the idea of a LBP “popit” like inventory, but I’m not sure how well it’d work in low resolution, especially with larger objects - maybe it’ll dynamically resize. The render resolution is currently 260x160, but that’s easily changed if need be in the future.
Again, thanks for the review, all feedback is greatly appreciated :)
Hey there! I wanted to run this in a VM despite the scary itch.io warning, because it's super unfortunate that this happened, but it just silently exits. (No error message, no console output.)
This is a fresh Windows 10 VM, so could be that some dependency is missing, or maybe something got broken in the JSON files along the way?
Hmm, the no error messages thing is a bit odd. How are you running the program? I’ll upload a version with the (very) verbose debug console, which should print out any issues during launch.
I just tried the program on my own VM and it launched right up - but that’s not saying much because it’s been used for development and might have some DLLs I’m not thinking of..
I tried launching via the Windows Explorer (nothing happened) and via CMD and PowerShell (which hung for a few seconds, then returned me to the command prompt.) It's fully possible that this is a problem with the specific VM I was using though (VirtualBox, Linux host, Windows 10 Enterprise Evaluation ISO you can get from Microsoft as guest)
OK, I’ve uploaded a “DNMMPDSMN_console.zip”. The console will vanish on exit if you don’t run it from a console, and the game has to be run from it’s own directory to work. It should spit out any issues with the windowing system or OpenGL.
For reference, I used a Hyper-V VM, which may have made the difference.
Updated. It’ll now spit out whatever GLFW provides as the error - hopefully it’s something that makes sense. It gets past initializing GLFW, but fails during window creation… I’m betting on it being something with the OpenGL version, but the game doesn’t require any particular version during window and GL context creation, so I’m at a bit of a loss.
Thanks for the input thusfar!
Hey there! I was able to run it with the new DLL. Though now Windows Defender is complaining as well, so I wouldn't be comfortable running it outside a VM, haha.
Sorry about making you do so much extra debugging! I do think you have a cool basis for a platformer here, the level generation is fun and I like the look of the main character.
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