Hola, this is pretty cool for such a short gamejam. Ive made a platformer for my previous school assignment so im just gonna leave the resources i used to make the platforming "feel" a lot better:
Buburito Games
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Rather than playing it as a literal deathmatch, the whole stealth dynamic lies in hiding in vents and popping up to steal the kills from enemies. Someone else commented that the vents felt op, but it is in fact the intended way to play the game and rack up more kills.
Basically, the optimal way to play the game is the stealthy way to play the game, which was what i was going for. You’re not really supposed to fight the enemies head on, since they have stronger guns, although it is possible in isolated fights. But if you are caught off guard, its usually better for you to hide around corners or a nearby vent to lose aggro from the enemies.
Sound is nonexistent cuz i didnt have enough time lmao solodev is hard
Raycasts and instantiating low-poly dots where it hits is still how we did it, but we did something like this for performance (or at least attempted to):
https://toqoz.fyi/thousands-of-meshes.html
You still get framedrops after 1 million+ dots depending on your hardware, and I do think that using unity’s built in particle system may be as performant or even better, but i havent tested it out yet.
I made a horror game, perfect for streams!
https://itch.io/jam/brackeys-8/rate/1679650
btw, stream link?
Your critiques most welcomed! I also guess that my implicit movement controls didnt really register well enough to the majority of players. You move a lot faster when walking forward (implied by the faster movesteps, >2x movespeed increase and increased camera shake), but i guess peoples first instinct when revealing an enemy was to keep flashing it while moving backwards. You are supposed to be able to easily outrun an enemy when you reveal them, and they die and respawn after a period of chasing you. But you are definitely right, the horror vibes changes into a basic game with bland mechanics once all the spooks are revealed.
Heres my first shot on the horror genre. Would greatly appreciate any sort of feedback and insights!
https://itch.io/jam/brackeys-8/rate/1679650
Im still a bit below 20 votes. Kinda expected it since I couldnt do a WebGL build with the things I used for the game. Its my first horror game and Ive already gotten a ton of useful feedback especially from streamers. If you wanna take a look and have any insights, I would greatly appreciate them!
https://itch.io/jam/brackeys-8/rate/1679650
A little late to the thread, but I made a horror game. Perfect to get those good reactions:
https://itch.io/jam/brackeys-8/rate/1679650
A little late on the list but heres my horror game:
https://itch.io/jam/brackeys-8/rate/1679650
Mines a horror game. Perfect for streams hehe
https://itch.io/jam/brackeys-8/rate/1679650
I like the finishing touches of the crosshair cursor, flashlight flickering from time to time, and your cursor going away when you dont need it. The lighting also really brings out the atmosphere. Though gameplay wise, I found myself just endlessly wandering around trying to find the next door or intractable to get. I was also just shooting at every furniture because I could. Perhaps there could be some limitations like needing to reload your gun (or even limited ammo) so that the player would feel more powerless and the game would have more tension. The mimic furniture could also shift places whenever you aren't looking or when you enter a different room.
Other than what the rest have said, it appears that your character may get stuck in the ground from time to time when walking. This is probably caused by using tile colliders for the map without adding a composite collider. A composite collider basically merges all colliders in the object into 1 single collider. Currently, instead of the entire map being 1 single collider, each tile has their own box collider, and your character may get stuck between each collider when moving across them.
If you dont mind playing a longer game, my game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game https://buburito.itch.io/purgatorial
If you dont mind playing a longer game, my game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game https://buburito.itch.io/purgatorial
Ill put your game in play later and ill play it as soon as im free!
If you dont mind playing a longer game, my game has 6 randomly seeded maps, soulslike combat and a boss fight. Its designed to be played over multiple runs and takes around 30 minutes if you wanna beat the entire game https://buburito.itch.io/purgatorial
Really nice arcade game, and im actually impressed by how you were able to implement an online highscore system, would you mind sharing how you did it?
Also, I feel that the borders of the map should be indicated more clearly in the game, since the entire map of trees and rocks look the same. Currently, the only way of telling whether you are at the end of the map is by looking if you are at the edge of the radar. The walls of the map should be indicated by something like a wall of trees or trees in a concentrated area.
Play mine many thanks
https://buburito.itch.io/purgatorial
Its quite a long game designed for players to go through multiple runs. Most players take 30+ mins to complete the entire game.
You nailed the concept for the theme. My only issue was that I couldnt manage to increase the "People helped" stat even though it felt like I already did. The dialogue was still the same even after I got rid of the river to save the drowning guy, cut a guy's head into half to "cure" his headache, deleted bart which somehow solved a quarrel, and then proceeded to commit a murder but the other person was still able to talk to a ghost. My actions didnt feel like they had an impact because nothing seemed to change even after wiping something out of existence. Though its probably already something you were hoping to implement but couldnt in time. This game could very easily be expanded and updated to have multiple questlines and "endings" to unlock, similar to the game "kindergarten". And I wanna see dark and cruel twists to the story that show that your actions have dire consequences.