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Blu_BearDev

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A member registered Aug 01, 2017 · View creator page →

Creator of

Recent community posts

Hey! Sorry for the late reply

No problem! Glad it could be of some use

I'm pretty sure the "imaginary console" is, well, imaginary. Just a fun reason for why technical limitations exist 

Howdy! I'm a UE4 developer with a little over 4 years of experience looking to partake in their 3rd gamejam! I'm learning voxel modeling, and would love to either join a team missing a voxel artist or programmer or form a team with anyone still looking for one :) Feel free to dm me on Twitter, and peep a few of the thing's I've posted 
Blü (@Blu_BearDev) / Twitter

Hmmmm have you tried restarting the game, and beating the first level again? 
No one else has encountered this thus far, and I'm unable to replicate it 

Keep my posted! thank you :) 

Makes sense! Thank you :) Ive made it so the flames get progressively smaller as their health decreases, and increased the spawn rate for water refills

Thank you for playing my game! and for the feedback :) 

Ive been tuning things a lot since the end of the submissions period

The water spraying was given it's own animation, and the spawn rate of water refills has been increased substantially (from 1/10 to 1/7)

That really odd! This is the first mention of this crash ive seen. I'll get right on it! Any idea what you were doing when it happened? Did it happen as soon as the level was beaten? After hitting next level? or after the next level had already loaded in? 

Thank you for your time! :) 

(1 edit)

Thank's for playing!

The water refills have a 1/10 chance of dropping upon extinguishing a flame
Otherwise, your water does refill over time 

thank you for your time :)

Edit: Do you think every enemy should drop a smaller refill, instead of dropping a large one at random?

So, the solution i'm experimenting with right now is the flames getting physically smaller along with their health, along with a particle upon death
It's different for sure, but i'm not sure how to gauge it, haha

Thank you!! Your encouragement means the world to me :)

Thank you for playing my game, and for the helpful feedback! :)

I'm glad you enjoyed the visuals! this was my first time working with pixel art, and Unreal's 2D workflow, so it's encouraging to hear that it was at least visually interesting

Hm, would a visual indicator for the fireball's health be better? Or would an audio one work better? I tried my best to not clutter the screen with healthbars, haha 

thank you for your time!

Thank you for playing my game! 

My choice of engine came down to what i'm comfortable with, and less about what my expectations are for the "AAA" quality of the final result, haha

This was my first attempt at pixel art, and I have to say, I think it's pretty alright for a first attempt! But I do agree that some of the visuals seem out of place, such as the normal map on the brick walls, whereas nothing else has them

As for feedback, could you be a little more specific? 

thank you for your feedback :)

Aw, thank you! I appreciate it a ton

After the game jam has wrapped up the voting phase, I'll work on updating some things :) 

Thank you for playing!

I'm so glad you enjoyed it! As for the green fires, they are extinguished after spawning X number of enemies
I explained it in the main menu tutorial, although in hindsight, I probably should have forced people to read it before playing, haha

I'm glad you thought the game was worthwhile! 

game time

Wow, I never want to do that again! 
Great work! 

(1 edit)

7/6/2018 4:35
Hey guys! Welcome to the Windows development log. This log will be kept short, sweet, and to the point, and will be showcasing my progress on the title I'm crafting for the 2018 Summer Awful Jam, Windows

The theme was just announced a few hours ago, and I've already gotten a solid concept for the game worked out, and plan on prototyping it in the morning. Good luck to all the other participants! 

Goodnight, Yall 

Watch + Jam community · Created a new topic Theme?

Jam started hours ago, but as of 6/30/2018 11:14, no theme has been announced. Dead Jam? 

The Jam description states that you have to use the listed assets, but for Unity only? 

(1 edit)

Thank You! 

The controls locking up is a known bug, and we are working diligently to fix it 

In the meantime, you can use the W and S keys instead 


Thank you for the feedback!

Feel free to leave a rating for the game when you get the chance :) It is greatly appreciated!

There is no way this was done in 5 days 
This looks incredible, guys 
Ill be playing this one immediately 

Great game overall, but it has some problems. As others have stated, its incredibly common to get caught on random, small objects. My second issue is that your choice to not pick up a weapon is overridden once you go to the next level. Game looks great, the sounds and effects are fantastic
I rate it 8/10 
~ Kool Kid

F****ing hell. Leave me be.
First jumpscare got me hard, man. The gameplay was great, the objective was easily understood, and the jumpscares are great. Would have appreciated some ambient noise though. 
9/10 , would play full game
~ Kool Kid

Animation, Modeling, and game mechanics shine in this game. The lock on system worked well enough, and the level design was great. The overall aesthetic of the game is fantastic. Although, the animations and sound could ave used a little more variety to avoid the odd look and sound when spamming attacks.  
While on the topic of attacks, do the enemies attack at all? I noticed you have a healthbar, but mine never went down, even while standing still by an enemy. 
Great game overall, I rate it  8/10
~ Kool Kid

Game had a fantastic look and feel. Would have been far better with a little more ambient noise tough. One of my main complaints, like others have pointed out, it kind of leaves you out to dry. Personally,  It didnt take me very long to figure out how the bones and tombstone portals worked, but I can understand why others were confused. 
Also, a subtle headbob can do wonders. 
I rate it 8.5/10
~ Kool Kid

Game looks great, and the idea was great, but the execution wasn't fantastic. The controls were  absolutely abysmal  wonky to say the least in my experience with this game. Would have loved some kind of sound as well.
I rate it 5/10 ~ Kool Kid

Seemed to have a few framerate issues, not sure why though. The gameplay was okay, but having the combination of enemies having one hp and being able to spam sword swings makes it a little too... easy, for lack of a better word. 
The overall look of the game was great, and the soundtrack was fantastic. The animations were clean enough, and the level design was fine. Would have loved the game a bit more with freelook though, but thats more personal preference more than anything.  Great game overall! 
7/10
~ Kool Kid