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blgdchap

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A member registered Dec 24, 2016 · View creator page →

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from the front page of the jam the following list is available:

https://docs.google.com/document/d/1qQf5zjvJHEB40xYhTiFo9GzNYUBt8iAw8vzPu2Oy354/...

But just wanted to open a space for people to share other tools they have found useful in jams.

for those who are super new to making games, but have some C# background I would highly recommend the Unity tutorials here:

https://learn.unity.com/pathway/unity-essentials

It is a quick way to upskill and as there are 7 days in this jam you can start before the time and learn as you go! 

If you can program a web application you can program a game 😉

Really liked the overall look and feel of the game - it played very well and looked really polished. The introduction was really impressive and set the scene very well. 

Good entry!

Thank you for playing our game!

Yeah, I am kicking myself about the resolution I released in - an expensive lesson for the future. The balancing of enemy placement is something we will deal with in a future release - also making the AI a little less aware so they don't chase you all over would probably also help - our enemies are too smart an agro :p

It looked like there was promise with the input system of drawing runes but I didn't manage to get there as the movement is just too slow - it could just be my machine, but every time you move forward there is like a second or two delay before you can move again and that just makes it way too slow to be playable.

Thank you for playing our game :)

Glad you enjoyed it!

Hmmm, that makes more sense then, I just clicked like a mad man and it seemed to work. Now I feel dumb :p

The graphics are really impressive and you managed to add in a lot of functionality in the game jam - really well done.

It ran really slow on my machine (which could just be my problem) which took away from the experience with the movement being that slow, but I played through the whole quest and I was satisfied at the end that I managed to beat the beast. The end message that the lord will see you but that is as far as you got in the jam made me giggle. 

Well done though!

Thank you for playing our game :)

That was a last minute change I made that I really regret - the game looked much better in my editor and in a smaller resolution than it did playing full screen, so at the last minute I decided to switch from full screen release to a fixed resolution - which borked it for people with lower res screens I suspect. Such a dumbass move.

I was doing ok till this happened - taking on an entire army, you are gonna have a bad time!

That said, it was really cool that enemies could gang up on you and combat didn't just stop dead once you engage with one of them, makes it feel more important to click the button fast and try and kill them as soon as you can. 

I liked the look and feel, and your soundtrack is by far my favourite so far - I tried searching for Реанимация the band, but found nothing - if you have any links please feel free to post them as that rocked!

We will give the combat a little more variety in a future build with enemy hitboxes moving around and changing shape so it feels a little less like pong - just wanted to try and add a new mechanic that we hadn't seen before in other games. That said I really liked your approach in Freebooter of SPLORR with the deck of cards as well - new and exciting mechanics are always a gamble but are one of the things that make game jams fun for us code monkeys :D

(This comment freaked out on itch.io for some reason, so had to delete it and post it again - wierd!)

I really liked this entry - I haven't seen a card based battle mechanic like this before and it worked really effectively. It was quite difficult with some of the monsters, but since you could run away and leave those monsters marked on the map it wasn't too bad. I died after only exploring a quarter of the map but took on too many monsters :P

The music and sfx were also simple yet effective, and the simple graphics worked well. Very impressive that you did it all on your own!

Well done

some variety would indeed have made it better, we just didn't manage to get there in the deadline - but definitely planning on releasing a version with feedback worked in :)


Thanks for playing our game!

This gave me a strong undertale feel with the enemies and that is a very good thing - I would definitely love to play a completed version of this if you are going to take it further after the jam. You are on to something good!

I really enjoyed this - the combination of a rhythm game with rock paper scissors was unique and the style was pulled off really well. Had a couple of graphical glitches my end, but considering what you managed to pull off this was impressive. Feels very complete!

I think my machine is maybe too low spec for this as I could only get it to turn around twice and couldn't move forward. The art style was cute though and it looked like a good concept, just couldn't get it to work my side - sorry!

This was a lot of fun to play and the voice work really added to the humour! A mini map and some way of seeing how much damage the shopping bag does would have been nice as I couldn't work out if it was more useful to charge it full to attach or do a number of faster attacks, but all in all it was a really fun game and probably my favourite of all the ones I have tried out so far.  The setting and humour really made it!

I had some lag my side whenever I turned around and occasionally when I moved forward, but that could just be my PC. 

It is impressive and nice looking, but I found myself getting confused and lost really quick (which I guess was part of the mechanic). I couldn't figure out what R and B meant in the first hall but eventually got to the hidden doors and could get to the wooded area. 

I think a bit more of a tutorial or something would have made it a lot easier to play, but all in all I think I get what you were aiming for - as much as I prefer the smooth movement in some of the games this is the first game I have played in the jam that really did feel like one of the classic dungeon crawlers - good show for doing something classic!

I enjoyed this, though as pointed out by others the acceleration on the movement and turning makes it feel quite jerky. I think just linear movement would work better.

That said it is a really good looking game and the spiders lurking in the darkness really gave it a good dungeon crawl feel - I also liked the healing on exploration mechanic, it added a lot to the mapping out of the dungeon so you don't just end up walking around randomly.

It also worked well in the browser even if it felt a bit "heavy".

But a good solid submission to the jam! Well done!

Thank you for playing our game Yammosk! 

We are indeed very proud of trying something different for our combat - there were many things that we wanted to do though like moving the hitboxes around, having multiple hit boxes, changing their size based on the difficulty of the enemy etc. These will hopefully all be added to a version we release after the voting ends :)

In terms of getting swamped that is a bit of a problem with the way we do the placement which I didn't think through on the procedural generation - we use a wavefront algorithm to plan out from the start of the procedurally generated maze places that are X steps away from the start square and then we randomly place a monster in one of the squares that are that distance away from the start - this works well if the maze starts out with multiple paths that branch away from the start square, but when there is just one long hallway at the start then it places them all in that hallway. I haven't figured out a cute way to overcome that yet, but am thinking of something along the lines of a heat map that stops monsters from being placed too close to each other. Will have to puzzle that one through in the coming weeks though :)

This was fun to play - I liked how, when I lost to the golem the first time I got teleported back to the start to do the maze again, but with my levels in tact. The combat was also pretty nicely balanced (except for the golden penguin - I just had to run!). 

Nifty game :) well done on building it all in the jam!

That was exactly the idea, and most of the code to trigger it is actually in, we just didn't have enough time to make each monster's attack and block rhythm be different. It was a lot of fun to do something that we have never seen before though - looking forward to exploring it further down the line when we work on it further :)

Thanks for playing our game!

Thank you HydroGene for playing our game and for your feedback! Sound was indeed something we just didn't get time for, but would really help the game along - same with the animations that are a little off sync from the reaction bar on the bottom - but we are proud we managed to get the rhythm combat done and working in the jam and are now keen to do another release working in all the feedback :)

Thank you for playing our game and for the positive feedback! The rhythm mechanic was something I was pretty proud of - though it has the capabilities for the hit and block boxes to move around and scale based on enemy stats but didn't get round to implementing it fully sadly - it will definitely be in a future release though where we work in all the feedback!

Thanks - will give them a shot once I have rated a few more submissions :)

I made it to the 4th level and saw the stars but then couldn't manage to escape - but that is probably just a lack of brain power on my side :p

It was a really enjoyable game though and the key combinations of WASD and the arrow keys was pretty quick to get used to and worked really well. The combat felt a little clunky but was serviceable.

A really good entry into the jam!

Sorry about the volume - there was a slider built in to make it softer but didn't get round to implementing it properly! The combat system was something new we tried as I had never seen anything similar, but the idea was to make the hit and block boxes move differently for different enemies and have the speed be determined by your level. After the jam this is probably something I will implement to see how it actually plays out. 

thank you so much for the feedback and for playing our game!

Thank you for the feedback and for playing our game Lambduck - the volume slider was indeed something we forgot to implement before the end of the jam, but will release a version after voting that includes all of the feedback we received.

Really appreciate it!

Awesome - I will add you on discord and discuss. Looking forward to working with you :D

Hi All,

We are a team of a programmer, an artist and a writer/designer that are looking for a music/SFX person to join in on our group. We have discussed the idea of doing a horror inspired dungeon crawler, but will only really do the design when the jam starts, so we are open to ideas and directions we can take the jam. 

We are in South Africa, but will be jamming remotely, so anyone is welcome (time zones permitting, but it will be interesting to see how it goes if you are in another time zone).

We saw a couple of people posting that they are looking for teams, but then on reaching out we find they already joined a group, so we thought we would create our own post (and will post here as soon as we find someone).