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andyman404

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A member registered May 24, 2015 · View creator page →

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Thanks! I have soooooo many half finished jam games prototypes, and such a long backlog of prototypes I want to turn into real games. Ah someday! :)

Thank you!

Thank you! It'd definitely be interesting to make a full game out of it, or even a half game :) Oh I wish the jam were just 1 day more. During a the jam, all I would have needed were a few more hours to build some actual levels for after the tutorial. Somehow I slow down tremendously outside of jams as perfectionism takes over, and it would take many weeks/days to do the same thing.

Thanks for playing!

Thanks! I'm glad you remembered "Your Hand is a Duck". This is the 4th game in my "Your ___ is a ____" series of XR game jam games. Your Hands are Ghosts, Your Head is a Hammer, and Your Hand is a Duck were made in Unity. This is the first one in Godot!

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Sorry, it won't work with Valve Index because it requires optical hand/finger tracking currently. It doesn't work for controllers yet - I simply didn't have time during the jam to make a separate control scheme for controllers. If you have a Quest 3, it should work either in standalone or through Meta Quest Link. Both need the camera's hand/finger tracking enabled first.

Thanks for the info!

Thanks for playing! Not sure why it is happening. Do you know if it was on PC or was it on the Quest that it happened? On one of the hands is a little text sound meter reading. For Android it needs to be above 0.01 and for Windows it needs to be above 0.1 for the dragon to breathe fire.

Here it is! Thank you for lending your voice on such short notice! https://andyman404.itch.io/your-hand-is-a-dragon

Thank you very much! How would you like to be credited? e.g. "Voice Acting: Hollie Daye"

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Anyone available to do some voice acting? This game jam game is purely for fun and practice. It's too noisy here. I need a female dragon voice that is easy to understand, and a clean dry recording. It doesn't have to be a rough monster voice. Perhaps a little more elegant, and magical. Dragons are eloquent and ancient.

Emotion: a sense of anger & vengeance. Add some space between the paragraphs so I can snip them. Go ahead and record it and post the link to the wav or mp3 or ogg. Thank you!

Here's the script:

While you deeply slumbered,
wizards plundered your nest.
Your eggs are gone,
fuel for wizards' magic.

Fools. Blind. Arrogant.
Their walls won't save them.
Their magic won't stop you.

Fire will burn flesh and steel.
Claws will tear stone.
Fangs will devour magic.

No fortress can stop a mother’s wrath.
Let them hear your roar!

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Here's my progress so far. I'm making a hand-tracking game where your hand is a dragon, and you're flying through a gauntlet of towers, castles, ballistas, with aerial dogfights with wizards and witches casting spells.

I just started yesterday and so far I only have the dragon, and its handtracking control/mouth/flying mechanic, and some very boring proc-gen terrain with no castles yet. I quickly drew the dragon in OpenBrush in VR, and cleaned/rigged/animated it in Blender, and then brought it over to Godot. The neck of the dragon is made using the CurveMesh3D plugin. The tail is jiggled with the JiggleBones plugin.

Not sure how far I'm going to get with this and the deadline soon coming, with Valentines day, then my wedding anniversary, and then my birthday, and trying to relearn Godot after forgetting a lot after a few months away from it. The next step is to make the dragon breathe fire when it keeps its mouth open, and add some destructible castle walls to the proc-gen.

I liked your take on the prompts. I almost didn't figure out the second code because it was too obvious and I thought naw it couldn't be that simple and didn't try it. :)

Work-in-progress build 001 for desktop VR (OpenXR) is out. It's got no intro/UI yet and is pretty rough, but gives you an idea of the gameplay. See the description section on the game's page for the VR controls. Dont' try to play it without VR.

In the first scene, at the starport, the mice have found the cat's spacecraft and are guarding it. You must sneak aboard the spacecraft. Use your tele-cat-nesis ability to move the crates (which attracts the mice), throw the mice, and drop crates on the mice. The mice get knocked out temporarily if the impact is hard enough.

If the spacecraft takes off, then there is the flying scene. After about 10 seconds, you enter an asteroid field. Right now it is just an endless flying, testing the mechanics. No death or anything. You can blow up asteroids though. Enjoy!

I'm only going to work on it until Jan 2, put a build out wherever it is, and then work at a much slower, more leisurely pace. I'll let you know when I put a new build out.

Thanks!

Kudos for putting this game out there with mixed reality and creative controls! That's what the spirit of Christmas game jams are all about! My Santa was about to fly into my rapidly spinning ceiling fan:


Nice job! I appreciated the environment, masks, and card art.

I have to confess that it took me a while to finally understand how to throw the card, but I finally got the hang of it after taking off the headset, watching your playthrough video and then rereading the instructions on the description page for using the trigger to unpin before being able to throw. I was more concerned with understanding the rules of the card game itself.

I appreciate that it's a game jam and everyone has limited amount of time/energy to make a game. I might suggest a quick thing to add for post-jam would be to have the voice in the game say "Press the trigger to unpin the card first in order to throw it".

Alternatively, I think it would have been even easier to understand by replacing the pinning mechanic entirely (I know you worked hard on it though) and have it auto-sort/arrange the cards linearly in your hand (like it does with the other players).  As long as you return the card to a delimited area near your hand, it will put it back in your hand, while dropping it outside that area would throw it. This also solves the problem of having all the new cards spawn in the the same place in your hand and overlapping on top of each other, which confused me at first.

I did finally win a round and received an etch-a-sketch!

Those little grinches sure were fast! I liked how you put the environment together and that shooting the goat makes it scream!

Hehehehe. Christmas horror! With Santa and Satan - the names are too similar - easy to get mixed up. I like the red fog. I was able to find all the presents and save Christmas. Congrats on finishing this for the jam.

Whew! Santa sure has a tough job. I worked up a sweat playing this. I like the climbable tree in the back yard. Well done on fitting all this into the jam.

Congrats on making it through your first game jam! I really liked the atmosphere and how it changed. Hehehe, the christmas light colors, and the spooky surreal cubicle/forest environment.

Kudos on making a cozy little holiday experience for the jam! Thanks for the hot chocolate in the lodge.

Thanks!

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IMPORTANT: for Meta Quest 3/3S. NOT for Quest 1 or 2. This is a mixed-reality game. Set up your room's space setup first as this will require data on the real-world walls and furniture. Hand tracking is required too. Do not try to play it without doing these things.

For those without Quest 3, you can see a video here:

Known issues with the game jam build (play the post-jam build for fixes):

  • Last minute issue where the fonts/text became blurry. No idea why. The smaller text is barely legible unless you hold it up close to your face.
  • I didn't get to test any of the levels before releasing! It is too easy, especially if you put your gingerbread oven on a table. For more challenge, put it on the floor. You can toss pieces/gingerbread into a mouse hole to destroy them too if you have too much. During most of development it was just a sandbox where mice and gingerbread just kept spawning at a random rate, no levels.
  • The gesture recognition for the pinch and the index finger pointing (for the icing) are a bit finicky depending on the lighting and angle.
  • If you beat all 9 levels and follow the instructions to clap rapidly to play again, it will either crash or have errors.

Thanks!

That makes sense. Yeah it is tough to squeeze everything into a 2-day jam. Congrats for putting it out there! I liked the killer bats, the death animation, and those pesky spike trap things.

Loved it! Lovely artwork.

I'm not quite sure what I was doing, but I loved the character designs. Kudos for making a multiplayer game for the jam!

Congrats on submitting a game! How do I get past the second screen, where you unlock the dash power?

Awesome video! Thanks for playing!

Thank you for playing!

This is the spookiest bug - the game is possessed!

Exhibit: "Cheerleaders of the Apocalypse"

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I thought I was a smooth operator - my top score is 12 calls. But you got 18 in your video!

OMG! These mosquitos are so scary and annoying! Just the sounds of them buzzing around made me itchy all over. Good job!

I didn't have time to add instructions or UI. So please read the description page for controls.

There's a creative building-focused version (Peaceful Sandbox Build) which comes with a lot of free bones, and a violent version where you have to work for your bones (Choose Violence Build).

Thanks!

Thanks!

Thanks!