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ataboo

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A member registered Apr 29, 2018 · View creator page →

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Nice job.  Lots of variety between the weapons.  Having it work in 1st and 3rd person is a nice touch.  Neat retro vibe.

Great work!  Nice feedback on the shooting and movement.  Procedural levels seem to work well.  Good variety in the enemies and weapons.

Nice work!  Doing anything procedural can be super ambitious in a jam but it looks like it's working really well. 

The waves turned into a bit of a chore pretty quickly but it's tough to tune since it all ties together.

Sunglasses on the protagonist is always a win.

That's a fun concept for the punch mechanics and it's well executed.  Nice choice for the sound track.

Nice work with this project!  The style matched itself well, the movement and animations were well polished.  The upgrade system scales things without getting to complicated. 

Like others have said, the travel time ends up being a bit of a chore but I don't think you'd want to boost the speed too much or it would lose some grounding.  Maybe some kind of occasional fast-travel ability.

Amazing atmosphere and world building.  Love how the story shifted between different voices and context and there was a lot of great subtext that was making me say "oooohhhh okay" out loud.  The tension between the official accounts and the darker truths really feel like it's chipping away the veneer of war.

It can be a bit daunting when you don't know how deep the wiki link rabbit-hole is so I'm not sure if there's a way to indicate that somewhere (maybe a map or percentage completion?) without breaking the experience.  Like in the beginning part of me was wondering if someone generated 1000 pages of dialogue with ChatGPT or if there were circular links haha.  But I got past it and pulled into the story so it's probably not an issue.

Really impressed by the depth of story you put together in 2 weeks and the illustrations supported it well.

Nice work on your first jam!  You got a lot done for solo in 2 weeks.

The robot mazes are a nice way to break up the combat.  I like how you used the light colour to guide the player.  Having the drop pods break in though the wall is fun.  Great choice on soundtrack.

Great job on the movement and the hits are really satisfying.

Okay good to know it wasn't just html5 being finicky.  I'd guess I got carried away with CPU particles on the oven and it effects some environments more than others.  

Great art style and it benefited from you doing this solo since it all fit so well together.  Got a lot done solo in two weeks.  You've earned a breather!

There are a lot of neat concepts here but it looks like the scope might have gotten away from you (been there).  It's be neat to see how this turns out with a bit more time.

Go Godot!  Yeah we were trying to give it some weight and feel along the lines of operating equipment like a backhoe or something.  I thought people would start out a bit awkward and get a feel for it but it looks like the movement really hasn't gone over well.  I guess we could have moved closer to typical FPS and away from any simulatory feel.

Glad you enjoyed it.  Yeah pizza and mechs was an easy win for all our inner 8 year-olds.

We were trying to walk the line (pun intended) between giving the movement some weight and having it be too clunky.  I think the colliders between the arm and things like the oven are probably the biggest annoyance.  It's tough to have some kind of skill ramp for movement but not be too awkward.

Glad you liked the concept.  

Good to know about the music lagging.  Was that in-browser or did you download a native build?

Glad you liked it!  It's one of those things that's starts as a joke "wouldn't it be funny if you were making pizza in a mech" and then it turns into "so it's settled, we're making a pizza making game" haha.

There's 4 dough meshes that we swap between as the player interacts:

  1. The round un-kneaded one (rigidbody)
  2. The kneaded ball with the flat bottom (another rigidbody)
  3. A cylinder shape that never gets removed from the plate (this is the spinning one)
  4. The pizza crust which is another rigidbody that gets attached

The cylinder one on the plate is just made so we can stretch the scale on x and z while we spin the y axis and it still looks reasonable

Our source is up here if you want to check it out: https://github.com/ataboo/mj2023 but be warned that it's game jam code haha.

That was fun!  The commitment to the theme was great.  Not paused, on break, etc.  Catching the food is a fun spin on the cooking genre.  Loved the monster portraits.

Seems like it was a interesting study of making your own lasso tool.  Neat concept.

Was I right in reading some original I am Legend vibes where you turn out to be the monster?

Nice job!  Those movement animations are great.  Sounds fit well.  You did a great job with scaling the damage at a good rate.

Very well done.  The audio really supported the tight controls.  Nice mix of weapons and subtle mechanics.  That second chance mechanic is a cool concept.

All good.  Yeah everything else worked great, just wanted to pass the bug report along.

Looks like the fix worked. It ran great.  That auto-save came in handy.

Yeah I've found it's one of those things that you don't realize how tricky it is until you make it.  I was in a group doing a mech game a while ago where I would have liked to capture the scale as well as you did here and then add sound,  camera shake and dedicated animations to really show the melee hits and building destruction.  It really made me appreciate professional first person games that manage to make impacts and melee combat work well.

Thanks for streaming the jam's games!  I should have added more indicators (maybe a tutorial) to explain the goal of the game and that you can turn the heater up and down by crawling on it and pushing the dial.

I'll admit I didn't think of players interacting with the plants like that once they were pulled out.  Nice that it worked out in your favour.

Makes sense.  Personally I'd prefer strafing with A/D and turning with Q/E.

Yeah I wanted to make some bits a little trickier in the second level.  You can skip those 2 sequences and beat the level, but if you want all the fancy hats you have to ration your buoyancy between the jumps.

Thanks! Yeah they're pretty ridiculous and unruly just like the ones on the IRL snail.

I liked the variety in the problems presented and solved in the dialogue.  Where some games might have you strong-arming all antagonists, it's more interesting to reveal a sympathetic reason through direct conversation.

Like others have mentioned, music and effects would have really helped the experience but it sounds like that was just pushed out by other priorities.

At the end of the day, it was well put together and the movement was tight.

This is a fun concept and you guys put out a lot of assets in a short time.  The details in the buildings, parks, etc.  captured the scale really well. 

I always get a kick out of a good destructible environment but I think the feedback from the destruction could have been pumped up a bit (particles, bits falling off) since everything is first-person (monster) immersive.  i.e The claw swings seemed a bit disconnected from the damage they did or didn't cause.

The Japanese theming was fun and those still images were really great.

Great art and audio design.  The voice lines at the beginning were a fun way to jump into it.  Loved the tongue-in-cheek shots at office culture.  Very high polish in a short time.  I have a feeling if anyone makes it through 49 levels it will be a speed reader.

That was fun!  Great animation on the characters.  I like the West Wing style talk while we walk story telling.  The push mechanics had a lot of opportunity to be creative in the fights.

I did get a soft-lock when I lost a round twice and it wouldn't let me retry.  Not sure if this is worth trying to patch out or if I won the lottery.

Great atmosphere from the visuals and audio.  Having the landmarks poke out of the fog was a nice way to find your way around.

I didn't manage to get the last skull.  I'm not sure if it was stuck in the one rock that was glowing and whispering.

The Giant's Causeway style hex stone environment was really cool.

I liked the character design and concept.  Adding on abilities through phases of the fight was interesting.  The controls were a bit tricky on the keyboard (dash up can be awkward), but once I dusted off my controller it was fine.  The wobbly text and trash talk between rounds was fun.

I liked the creativity in the monster design. 

I admit I don't fully understand the mechanics of the game bit I imagine given more time you could ease a user into them one at a time.

The first section to get familiarized with the controls is a nice touch and I liked the art style.

Not sure if you noticed but the aiming controls felt a bit strange and it would get a bit choppy at times.  I'm just on a laptop and it may be the fog or something.  Maybe when the bow is drawn, the mouse sensitivity could drop temporarily.

The music kicking in for the fight was great and fit everything really well.

The de-saturated minimalist vibe with that lighting makes for a cool atmosphere.  I think a horror score (ex. musical stings when you see things) would have really punched it up.

You did a lot with very few simple assets.  Why render a whole car when you can slowly wheel in the headlights?  The switching things out when the character turns around is fun too.

Nice work on getting your first Wild Jam in! 

I like that you're trying a lot of things with the lighting especially the shadow on the title-card.  I like that you couldn't really see the whole monster and what you could see was looming.

I missed having the ability to strafe but falling over when dying was a nice touch.

Neat incorporation of the theme.  Great job with the mood and lighting.  I liked the layout and interface for the combat.

Glad you enjoyed it.  You're right, it's a bit rude to burn the turn and fail the action.

Not really satire coming from the guy who wrote this line :P

>"Collect the CRYSTAL SKULL OF MAGDAROS and the NUCLEAR HEART OF XYLONUS 5.0 to complete your mission."