Nice summary of 32 bit info, theres some interesting stuff in there! I enjoyed going through it all this afternoon while brainstorming for the gamejam.
I would certainly like to see the section on music :)
I remeber seeing this pretty early on in the jam on discord, you got a lot done well and fast! Theres a lot of elements to RPGs so well done on that. Good to see the spaceman as the main character too. Some neat little details in here as well, like the sprite animation for the fire attack is nicely done - especially given you havent done much work with unity and 2D/sprites before! :)
Good work on the retro vibe here, always nice to see. The player character feels nice to control as well, very smooth, and I like the details here, like the enemies flashing white when they take a hit is some good visual feedback. I noticed at times when I killed them though, I would boost right up into the roof. Not sure if this is intended, but it didnt seem that consistant to me, could be neat to have that happen every 3-4 kills though, so you can use the boosted jump to really progress through the level.
Nicely done with this entry! A fun one to play, quite tricky and fast paced, but that just makes it a good challenge. Lots of replayability and overall the controls are well thought out and nicely implemented. Nice work with the leaderboard as well, which is down today - but I'm sure youll get back online as soon as possible! But this of course adds a whole other level of depth to the entry, I feel like this is something I should be aiming to add to future gamejam games, it really drives that player/community engagement.
As my approach here was with the blockchain in mind - you can also check out a minted NFT version of this demo on Layer 2 Loopring: (Build v0.0.2)
To follow my work (gamedev or web3) find me on twitter: twitter.com/Alex_ADEdge / twitter.com/dev3delta
And I have a discord now too! https://discord.gg/fQxUKmB5z3
... final post continued
Post-Jam Thoughts:
The dialogue/tutorial system was a big point to learn from. Too much complexity and bad code written by me at 3-4am while half asleep... The dialogue system (which I thought on day 6 was pretty solid) actually ended up being very bad because of this. There were some major bugs with that system, one bug in particualr I didnt fix until after the jam had finished, at a time when I was really done with bug fixing and bashing my head against a wall, and should have been sleeping (you can still break it in the current build quite easily). A lesson to learn from though, I now know I need to put in the time to get a bit better at coding these kinds of systems for future gamejams.
The scope of this game was far too much. A problem I had often with gamejams. I always seem to want to build complicated systems that work together, which is something Ive accepted is what I enjoy in making games. But I really need to reign that in and focus on some smaller and more achievable goals. Its easy to think to yourself "I have 7 days to make this game, lets aim super high!" and then bite off way more than you can chew, which is exactly what I did.
Things I really wanted to add but didnt have time for:
Things Im really happy with:
Some final stats for the gamejam overall:
Scripts written: 32
Lines of code: Over 3800 (540 lines of code per day average!)
3D Models: 20+
Textures: 54 (+64 for each frame of the coin spin sprite)
Unity Materials: 80+
Animations: ~48
Prefabs: 48
Also surpised to see no one has found any secrets yet. Theres a couple! (one of the shiba gives some clues)
At this point Ive played everyones entries in this gamejam now as well, some quality games created in the past week, its been a blast interacting with everyone and getting into the gamedev. Thanks to Billy for organizing, and I hope we see everyone again for another future #dogecoingamejam .. soon!
If youre wanting to play/rate/give feedback for StoryOfShiba, you can find it here: https://itch.io/jam/dogecoin-game-jam/rate/943391
How many dogecoin can you collect?
Ok so, Day 7 final update + post-jam thoughts?
I finished a game worth submitting (well, more of a demo), thats the first thing I guess!
Certainly far from 100% happy with it and it was quite the rollercoaster on that final day, but thats just how gamejams go sometimes.
So before I talk about the gamejam overall this is what I did on the final day:
The final pivot - with only 2 areas completed, I knew I needed another area to give players something else to do. Luckily I had a great idea come to me. I cant remember when or how, it was during the final night of gamedev when I was completly mentally scattered. But I realized I had that entire dev-testing area sitting around. So in the final 30mins of the gamejam I made a final shiba character to meet you outside area 2, who would thank you for playing the game and then give you the option of travelling to this develoment area. At least that gives players something else to check out and do in the end, rather than cutting the game short at that point which would have felt like a massive let down.
.......