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bryengx

519
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10
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A member registered Dec 27, 2020 · View creator page →

Creator of

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Thanks for playing!
I think yout nitpick about moms could've also be avoided if dialog made game in the background look even darker. or maybe even blured it a little.

Really challanging and fun.

moving mechanic seemed unique and interesting at first but at one point it becomes repetative. at least after a while I leaned to slide through most of the maze fast.

very short and easy. had no issues with going through doors.

Fun game but holding to walls and jumping feels awkward - got to jump, hold shift, aim a direction and jump again all at the same time.

I think it might have worked out if there was a support for controller.

Other than that pretty fun game.

Was fun for a while. Wish there was more to do.

Good idea. reminds me of infinite craft. Wish there was more craftable items.

Made it to the end. Didn't run into any problem.

Really nice graphics and character design.

Fog of war effect is pretty cool but I feel game itself is not explained enough.
First of all I loose health I assume from moving of by time but I don't think that was mentioned anywhere.
In similar way in boss fight I have to use weapons I found but i'm nut sure is I use them correct way.

Wasn't the among the gratest platformers  I checked so far but all of it works and for just 4 colors it looks pretty good.

Made it through about 30 or so levels. Got to say this really so some difficult game.
While Respawn is instant and lets me get back right away it looks like levels themselves don't reset. It is fine for most levels but if something needs to be done in a long sequence I have to wait till it resets itself. Even switching levels don't seem to reset them :(

Really nice entry. Platfoming was done great and finding other mechanics would change the way I approach the level. Only complaint is that it was so short :(

This was explained in FAQ and here: https://itch.io/jam/game-off-2024/topic/4262095/color-palette-rules

Short answer: it has to be 4 colors.

You may want to reconsider this because it sounds like cheating (buying votes). Even then you might end up with years worh of feature requests from everyone that are probably not going to be added.

Aside from that, expect there will be 500+ submissions so getting into top 20 will be hard anyway.

I think the main idea of that rule was to give a really old school game feel. Looking at "CGA colors examples" from google it seems it is meant to be just 4 colors at any one time with possible palette switching between scenes (maybe).

Are you not familiar with GitHub or code repositories in general? Sounds as if you think GitHub is some framework to implement into your game like in few other game jams.
You don't need to download any specific code from the site.
It's the opposite, you will need to upload your own code.

I hope this makes it mode clear.

You don't need to upload everything. Just the code. Many people would not even upload assets as they might be under some license.
Look up for git ignore file for UE and add it to your repo. This should filter out most of the stuff that you don't need to upload for sure.

If you need Unity programmer I might be interested.
I had a small project in mind on my own but helping others could be fun too.

blinking between bright contrasting colors does seem bad. This could really cause problems to people who are more photosensitive.

Sent friend request

I might be interested.

For the most part I am programmer and I'm not good at art so we might benefit from each other. I have an idea for a relatively small project that could be done in a month even casually. Got to look how I will feel about it when theme is announced though.

Do you go by the same name in Discord?

Thanks for trying it out.

I tried to explain it the description but I guess it wasn't eoungh :(

The base idea is that you use carrages and ships to distribute resources in cities. At the start of each day city inhabitants will consume resources to stay happy and or use then in production of other resources. If you had any demanded resource stored in that city at that time, they will buy it from you and you get the gold. 
In other word, you are selling to the citizens based on demand instead of to the city.

You start off with 1 carrage full of stuff and a ship, both marked green. ckicking on them should open a menu from which you can make them move to any city. From there you should be able to store all or some of the resources in visiting city and earn gold at the start of each day. And inside city menu there is a button to select visitig carrage again and sent it to otherlocation.

The idea was that you end up with a fleet of carrages and ships going from city to city and while you can buy new carrages from city and they can be automated via trade routes all this still needs more work to look nice.

I think I should also work on a smaller mat that could work as a tutorial.

Thanks for the reply and feedback, I really appreciate it!

Aside from UI buttons and frames all other graphics are AI generated. It is most visible with the map background which is too low-res as AI usually don't make images larger than 1024x1024. I should look for ways to upscale it.

Right now I'm so hyped about ChatGPT that I considered writing a devlog. But that might take some time. I didn't use ChatGPT for Unity before so I can't tell if my experience with it was normal or lucky, or I'm just good with prompts.

I'd say 80-90% of code was made by ChatGPT. The rest was me doing corrections to it and in some cases it was just easier to write few lines myself instead of coming up with more specific prompt. All generated code also had to be always double checked as it sometimes would rename attributes or forget about some classes it created before. But reviewing the code this was still faster and the end result is undeniable benefit.

For me city demands didn't feel this bad but that's probably because of my awareness how all systems work.

For now I will reduce resource consumption and see if this is enough to get at lease some cities stable.

I plan to add AI merchants too but as you said that will take some time. Same goes for data charts in cities and other useful tools.

And, yeah, how could could I forget about pause on Space bar. Will quickly add that one :)

made it over 3000 points. most hits I got from enemies spawning right at me. This is really bad! You should either make it so they spawn outside the screen (or at least some distance away from player) or they should spawn in with a delay (first putting a signal that they are going to spawn at that location).

Other than that this kind of games now a days are expected to implement elements from Vampire survivors and alike to be fun - power ups, level ups, increasing number and variety of monsters and so on.

Loved ship building!

Even though it was annoying not getting the part I want and when it shows up its for the wrong side :( I guess there are not that many parts otherwise..

I might suggest you add extra storage slot where I can buy and put one part in advance and attach to the ship latter.

And since the score is based on height you could use data received from LootLocker and display them in-game so I could sometimes see the names of people I'm about to beat.

I'm glad you liked it!
If by always starting at begining you mean that start tile never changes is location I did consider that. It felt too repetitive as I could always go exactly the same path all the time with very little incemental change for all levels. Then I thought it could change every 10 levels or so but ended up with current system. It felt beter even though not by much.
I should come up with more interesting tiles and effect for update.

Thanks!

I don't see much gameplay in this one. If the goal is getting as fast as possible then skipping dialongs without reading is way to go. Would add some complexity if in confersations with other I had an option what to say and my goal would be to come up with a reply that results in shortest dialog.

Nice enemy variety and charecter responsivnes to player.

I'd say I didn't like inclusion of time limit though. just letting me have fun untill enemies get me would've worked better.

easy controls but requires lots of precision. Art style seems simple but fits the theme you were going for.

Well done!

a bit confusing at start as I don't know what to do yet but not a big problem after replaying a few times. Could be useful it there was at least a second head up time to prepare for the next game.
Couldn't figure out the game with mouse. cats always got me :(

Good implementation of driving and I love how big and chaotic is city itself.

Really impresive that have minimap and path highlighter. Even though for me it felt misleading as it seemed to give me the shortest route which usually was filled with too many twists and turns. It felt more efficient to try and drive in straight line in general direction to the goal and then make just one turn hoping the goal is not too far off.

Made it to "back and forth" walls and was disapointed that there was no checkpoint. Then I quit :(

I feel like game started off too difficult but then again I didn't see any other stage even though I woulld love to.

Also when returning to game it doesn't seem like I can skip intro.

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Yeah, but that would result in low final score. Each tile traveled gives points and adding dangerous objects gives bonuses to surrounding tile. so best strategy still is making long and reasonably diffcult levels.

All around well done! Love the pirate theme.

Would be cool if picking up coins had a slightly larger hitbox than the ship itself. Maybe make it as possible upgrade in case you decide to develop it further.

Great sound and art work! jumping and movment seemed to have weird how momentum worked but all jumps seemed possible so not a big problem.

Nice game!

Jumping was weird but consistent enough to get used to. 

Boss fight was a bit hard to understand but I beat it at the end. one of the first things I did was jump on the boss head and hit for 100+ times with no effect. Number after every hit kept growing so it felt like I'm doing the right thing.

Interesting. Seeing how other mage it to 2000+ I guess there is a strategy to figure out. really nice.

Really creative take on the theme and really engaging.

key swaps alone are killing me but then you also send random hands of evil at me :D