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Brutiful Games

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A member registered Oct 07, 2015 · View creator page →

Creator of

Recent community posts

Thank you for the feedback!  Unfortunately I didn't have too much time to work in a proper tutorial to rectify the confusion with the different stats.  I completely understand getting a little lost by all of the different aspects.  In the future, I hope to better translate important information to the player.  Thanks again!

Thank you for the feedback!  Yeah, the AI is actually playing the same game as the player so I had to put in a few little bumps to prevent the AI from losing too much pride.  It is still technically possible for them to lose in that manner though, just very unlikely.  I'm glad the difficulty difference between the USSR & USA was noticeable though.

Thank you for the feedback!  There is a button located below the box containing the tokens that shows the price of the next token.  Clicking this button will purchase a new token if you have the funding points available.  I believe there may be an issue with the hover color for the button which may not give the impression of a button!  Either way, thanks for playing my game.

I am sorry to hear that!  I'm not sure what could be causing it.  I've built out of Unity's 2019.4.15 URP if that helps.  I haven't heard of anyone having issues like this before.

Thank you for the feedback!  I really wanted to put a tutorial together but time flies.  If I come back to this concept, I think adding different minigames and adding things like perks and a tutorial are on my to-do list.

Thanks for the feedback! Yeah, sometimes it's just really hard to squeeze the information in under the timeline and in a way that isn't discouraging to the player!

Thanks for the feedback!  Yeah, I've been considering some of the mechanics used in this game and how I could play around with them more in the future.  I'll definitely check your game out as soon as possible!

Thank you for the feedback!  I'm glad you enjoyed that system, it was designed with the hopes that it would increase the stress on the player (trying to match that Cold-War tension).  I definitely will update the game to include a pause screen instead of just escape to close!

Perfect thank you!

(1 edit)

When creating a project in Unity URP, some packages are automatically included in the project.  When you say "one script" are you saying one script file in the assets folder?  If so, does this enable us to use things packages like Cinemachine?

I'm fine without using Cinemachine.  I'm more trying to use URP for shadergraph and post-processing.

The last puzzle requires use of the zombies. Try letting them fall into the acid. ;)

Very creative use of the engine! Animations were very smooth.

I like it! Unfortunately, I think the exe version has you starting at the top rather than the bottom. I may be misunderstanding the game though.

Thank you for the comment and play test! This design was, unfortunately, rushed; however, with the right amount of changes and modifications, we think it could definitely turn into something much better.

I agree with the other comments. This game is very solid and has some great potential. The concept is on-point and level design is great!

The newer, smaller, version has been uploaded! Enjoy!

We've prepared a smaller (faster-loading) build and are just waiting on an okay from the hosts to upload it.

The RAM issue, based off of what I've read, is happening because I didn't take the time to properly clean up the project and do an optimized build. Unfortunately, it was about two hours out and I was still importing assets and scripting so I didn't really have the time for an optimized build. (Lessons learned)

In regards to the progression problem, the resolution *may* be cutting off the repair option which is displayed at the bottom of the screen. Otherwise, the only thing that will prevent repairs and/or purchasing new equipment is not having the "Cash" to do so. My suggested strategy would be to spam the "Megger" in the beginning and perform low-end experiments to earn quick cash and buy "Hampsters". They'll keep you afloat until you start doing bigger experiments.

Right on. Unfortunately, I'm not entirely convinced that's what this statement means. I may be reading too much into it, but just because you own something or have the right to use it, doesn't mean that it's not pre-existing intellectual property. From my understanding of game jams, the idea is to create all aspects of the game within the allotted time period. I understand that this puts a damper on the capabilities of one person / very small teams and I honestly dislike mentioning this subject at all. I believe the point of a jam is the challenge presented by the time frame, otherwise, why have a time frame at all? If the jam was for fun or no prizes were at stake, I would leave the issue uncontested; however, since this jam doesn't fit that criteria, I can't help but feel that it's unfair for my team to have worked so hard on our product under the time constraints, only to have it judged against products created over the course of days, weeks, or even months. AGAIN, I REALLY dislike bringing this up as it can seem a bit harsh and I apologize if I have "read too much into" the rules. At the end of the day, I'm seeking a fair competition between individuals / groups who's products can be rated against one another on an even keel with consideration to the size of the team involved.

If pre-existing assets are available for use in the contest, I'm confused about this rule then:

"

  • All entries are prohibited from the use of established and pre existing IP, Entries including such will be voided from consideration
"

Team of 4 heading your way on Saturday.

Agreed!

Right on. Thank you. We will go ahead and upload the smaller build now.

That's cool. However, in the submission feed, it looks like only submission has uploaded a new build. This is our first game jam, so we're uneducated on the usual protocols. It doesn't say it in the rules, however, it doesn't seem logical to be able to alter your project after the deadline???

Is it against the rules to re-upload a smaller build of the game after submission? Unfortunately, we (Chris and Kyle from Brutiful Games) only had time to do a fast build which caused the file size to somewhere around 111 MB. With the new build, it's been condensed to 26 MB. If not, we understand that there's no way to tell whether or not we tried to sneak in modifications after the deadline. In the end, we're simply worried that the large file size and wait to play is keeping people from playing.

Fun to play and simple. However, I'm not sure if the enemies got harder for each wave after 20-something. I built the longest route for the enemies with a line of each color across the screen by wave 26 and have only lost one life. My only suggestion, make it harder :D.