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Yep, thats definitely a issue, I had no idea where the game was going so the knives and gore were added as a last minute thing to "save" the game and make it at least entertaining and compensate for lack of any direction.

At first the knifes were supposed to be traveling slow using my own coded movement system but although more gameplay wise sound it didn't look as cool so I went to a physics one as it was slightly less buggy and looked cooler when for example they would throw a knife above themselves. 

I contemplated having knives deal damage only once but that was in like the last 4 hours of the jam where I was done after a solid 15 hours straight of working on it so I was kind of done at that point.

But yea in the end the philosophy on the 3rd day was along the lines of " Fuck it, make shit explode it'll be fine" 

The player throwing was quite literally stitched together after I made the main menu and realized the game still was missing something, adding a crappy knife throwing mechanic that made enemies xplode would help that I thought. And yes the angle was a result of the knife physics messing up as I was forcing it to go on the x axis and yet it was still being affected by the y.

This isn't me giving excuses, those are genuine issues with the game, some can be fixed the day voting ends but the fundamental knife throwing thing would need to be redone from scratch.

Yes, biggest problem is the complete meham and randomness of the knives, as they bounce around and do random damage to everyone.


Thank you for detailed feedback on the game.

Yeah, I can understand.  I was working on my game for 71 of the 72 hours, well, besides sleeping, and the last hour was spent doing 10 builds trying to iron out last minute build breaking errors, or debug things left in, or settings set, that allowed me to test. xD  I remember my first build, the ending wasn't triggering, it was because I had forgot to 'save' my script when I built it, that would set the ending 'active'.  I fixed that, but to test it I had manually given myself the battering ram to get through the door leading to the exit, only to then try the game build, and realize, now the player had the battering ram from the beginning.  Rebuilt that, and tidy'd up the 'ending' code, only to realize that in doing so, I had stopped capturing the movement data when triggering a puzzle, so now players would trigger a puzzle and be able to run around the dungeon with it on their screen!  Last minute aspects are a tremendous pain. lol  I know, next Jam I do, to plan to be 'finished' on the second to last day, no new things added after the second to last day, and spending the whole final day on testing!  Yet, if I had done that here, there would only be two types of puzzles, no ending, among the problems the game still has!  So, oh well, lol, first Jam for me, so it's been a great experience!