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BH67

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A member registered Feb 10, 2024 · View creator page →

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During the end-of-jam stream, Tim indicated that these emails would be sent out "the week of" June 10th, presumably because of the sheer number of submissions they need to verify. I don't really want to subvert this process by posting a link here because unfortunately, there are always going to be some cheaters who don't deserve their course, but if you feel at any point like you've been missed, skipped over, etc., the best thing to do is email GameDev Support and let them know.

No worries though, you have loads of time - the course doesn't need to be claimed until mid-July. Tim also indicated that he was very dedicated to ensuring nobody slips through the cracks regarding this, so it will get sorted one way or the other =)

If the form doesn't work, you're probably best off emailing Support and giving them the information manually. I imagine you won't be the only person who encounters some kind of fluke issue, and I'm sure they'll take care of it =)

Thanks to everyone who played, rated, and especially who gave great feedback =)

Ha! Yeah, you definitely do a lot of these movements in Blender - I didn't make that comparison myself, but it makes a lot of sense!

I definitely like the idea of spreading the tutorial information across way more levels, partly to practice the controls, and partly to help the player understand how to think their way through a puzzle. Great that you enjoyed it; thanks for playing!

If there's one thing I've learned from participating in the jam, it's that text doesn't seem to be anywhere near as effective at conveying information to players as I thought it would be. Maybe text itself isn't the whole problem, but I'll be going back to the drawing board with it anyway, ha! Thanks for giving it a play!

There are a few pins, that one included, that are placed a little above the platform itself - I figured I didn't need them to be pixel-accurate since gravity would do the rest. There's a possibility that this somewhat lazy approach of mine didn't mesh well with Chrome etc., because the gap on that pin is quite a bit larger than for most other pins. Thanks for taking the time to get back to me on this, it's definitely helpful!

Thanks for playing! A controls upgrade is coming, but regarding the pins, this is most likely due to the fact that Godot does not natively have a deterministic physics solution, so there is no guarantee that any particular machine will execute exactly the same way on all hardware. That said, the only place where a pin should fall without human intervention is the "crate pin" on the main menu. It would help me a lot if you could tell me which pins and levels you saw this with =)

Wonderful! Great to hear you had a good time with it ^v^

It's impressive that you were able to make something like this for the jam! As others have mentioned, the art style is a lot of fun; between that and the ambient music, it felt a lot like Black and White 2 to me. I didn't get very far because the wave itself never progressed past 1 even when all enemies were dead (and the cannon seemed to habitually overshoot them), but it was a fun experience nonetheless =)

This was a really polished entry! Between the quack sound and "Fluffing A Duck" music, the whole thing felt like playing a meme XD

Funnyfinds. The game is very well made, yet to this point the dev has made zero marketing effort for some reason. Definitely check this one out =)

https://itch.io/jam/gamedevtv-jam-2024/rate/2749936

Yes, I was a little on the fence about this font. I knew I wanted something whimsical, but I agree with you, I think I need something just a bit different going forward. Improving controls is indeed one of the first things on the list as well! Thanks for giving it a go! =)

~

I just noticed that I somehow managed to post this as an ordinary comment instead of a reply, so you likely wouldn't have seen it XD

It could use some kind of difficulty curve to change up the gameplay as you go, but the controls feel good for what this is, and everything performed well - good entry!

A lot of clever dialogue in this one, which is fantastic to see (especially if you were crunching). "Damn, how am I supposed to light them now?" XD
Simple, but it works and it's fun!

That was the idea behind that one! I do need to rework that puzzle though, or at least provide a bit of a hint to it. In its current form, it suffers a little too much from "pixel placement" issues. It's great you liked it anyway! Thanks for playing =)

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Thanks for playing! And yes, I also found it interesting how many people chose a bowling-related theme ^v^

Thank you, very nice to hear!

I have no VR hardware, but props to you for doing something risky/challenging and making it work! It sounds like people are having a really good time with this one =)

For a first project, under a time crunch no less, this is a great effort! Others have already mentioned, but I will too: the difficulty settings were a very clever trick (I like throwing the odd troll moment in my own stuff too. It gets people smiling). Definitely keep learning things, because you will continue to gain confidence (and satisfaction) as you go =)

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Everything felt very smooth, well done! Given how many people expected a different balance of iron ore to wood via the minecart system, maybe one thing to add would be some kind of imbalance detection, which would then trigger a reminder that the player can correct these imbalances themselves via chopping and mining =)

As far as your rating system goes, this is pretty much exactly mine as well =)

A few submissions have asked for feedback on specific things (my own included), so in those cases, my feedback is usually geared toward that. Have a look if you're interested: https://itch.io/jam/gamedevtv-jam-2024/rate/2739551

Oh definitely! Pin Up is largely inspired by The Incredible Machine, which itself was the blueprint for Crazy Machines. Gizmos and control over snapping are both planned features, and although I was a bit on the fence about a manual input textbox, I'll probably end up doing that too, if for no other reason than to give every possible option for convenience and preference. Thanks for the feedback!

Ha! Well I'm glad  you stuck with it a touch longer then; I'll be experimenting with ways to make all of that a bit clearer in future. Thanks for playing!

Excellent submission! Having to plan your shots around enemies and movement/position definitely adds a clever new dynamic to the classic "you're-surrounded-so-shoot-everything-that-moves" shooter. My only frustration about it is that if you're against a wall, there's a good chance it will eat your shots even if you're shooting into open space. Not a huge deal though, still good fun!

Wow, great entry! A little buggy in places, but it's clear that a great team can create amazing things =)

Thank you, great to hear!

I had to laugh when this game started up, as I very recently used the same music by Juhani Junkala for another game I've posted on Itch - Project Rocket, which is based on Bram's Project Boost in the Godot 3D course.  The action is fast and slick, very nice job! I have to say, after that deep intro, I was a little disappointed that there wasn't any sort of epic conclusion if you survive until the time ends; the game is simply over. Still a very solid entry, well done!

Cool, it performs really well! I did find the voice clips a bit distracting - they overlap a lot, and it feels like there should be some kind of two-way radio effect on them since we're in space. The effort to include them at all helped to give this game personality when compared to other games like this one though, so I think it was a good decision overall!

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That's a very good idea actually. Porkrind mentioned below that spreading out the introduction of new mechanics would improve clarity a lot, and your suggestion fits in very nicely with that. Cheers!

Thanks! This was a lot of fun to make ^v^

Well done, congratulations!

Thanks for playing, glad you liked it!

Awesome!

1) Ooh, the ice cube is a great idea! There's something similar in Human Fall Flat and it's a lot of fun to mess around with. I modelled an object that would explode on collision (based on the nitroglycerine in The Incredible Machine), but it got cut due to time.

2) For sure, providing multiple simultaneous control options is on the to-do list! That way, the player will have something convenient no matter what the situation is. 

3) Totally agree with this also.

Thanks for your feedback, I appreciate you checking it out!

It's amazing how much of a difference a simply wavy shader can make! I did unfortunately get stuck in a wall a little southeast of Terry, and I never really figured out how the bandages work - every time I used one, nothing seemed to happen. Everything felt quite cinematic, which was great to see, especially in a game jam. I saw Tanaka's downfall coming, but it was still surprising how smooth and dramatic it was. Great job!

Perfect! I actually wrote a request about this in my submission, so I'll leave you to see that for yourself. You can press P to skip forward through the machines, as this screen is at the very end (after level 5). I'll check yours out now.

https://itch.io/jam/gamedevtv-jam-2024/rate/2739551

Even with the current problems, that was great! I love to see devs not taking themselves overly seriously - "pixel art so bad it'll make your eyes bleed" indeed XD

(I actually really liked the art. Somehow it just fits this game)

Thanks for playing! =)

Thank you! It definitely will be ^v^

That's good news! That means it must be something more than just "xyz browsers don't work wholesale."

Hopefully Godot's web support improves soon. 4.3 already looks like a promising first step from here.