This looks very impressive, especially for a web build. I was wondering what shader/material you used for the water?
Cas Windsor
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Awesome job guys, well done. Are you using the Dungeon Crawler Grid Controller from the asset store? I picked this up from a Humble Bundle a while back but haven't tried it out yet.
Have played all the way through and defeated the rat king. You've got quite an addictive game there.
It took a while to figure out what to do at first, you could probably do with adding some help text pop-ups somewhere, just to say "Assign dice to characters or re-roll," in the first phase then "Assign character actions to targets," for the second phase.
I spent my first combat just assigning dice then hitting the bottom right button until something happened, which of course does nothing and starts the next turn. If no actions have been assigned, maybe have a pop-up text "No character actions have been assigned! Are you sure?".
Also, it caught me out a few times when sometimes in phase 1 you have to click the bottom right button to proceed, and sometimes you don't, depending on if you've re-rolled some dice or not. Maybe you don't need the bottom right button in phase 1, and instead just go to phase 2 when all dice have been assigned. About half the time I re-rolled something twice then assign the dice, muscle memory would take over, and I'd click the bottom right button, accidentally skipping my go.
Congrats on your submission.
Thanks for playing. The flight controls have been really designed around using a controller, but I'll add some options for choosing mouse button guns and bombs.
I've never made any web builds before this one, so I'm not too sure how to optimise for best performance. On my machine and in Chrome, the initial glitching seems to clear up if you play once then reload the page.
Thanks again, I'm always glad of the feedback.
Just gave this a play. Not sure which engine you made it in, but if it was Unity, there's a great set of youTube tutorials for top-down 2D racers. Not sure if I can post links here but will try and find it. If you're looking to develop further, I'd focus your attention on the car controller first, then add a few more driving scenarios once that feels right. I'd like to see some gradual acceleration and deceleration.
Just gave this a play. I like the chill woodland theme and the adding pebble idea. It has Untitled Goose Game vibes. The sliding around on the ice was a nice idea too. That bit could make for an interesting puzzle element with a bit of work.
I couldn't disarm the traps in the tutorial. Clicking the square or the slider didn't seem to do anything, and clicking on the disarm button seems to keep adding more sliders on top of each other.
It would be nice to see some animations for the rabbit hopping. Also, holding down a direction key to hop rather than drilling a move key might be an idea.
Hope this helps!
Just gave this a play, you got some good stuff in there. The environment has lots of detail and the dog controller and camera work well.
I searched all over but unfortunately, I couldn't find Paul. The first character I found was Muriel the cow, then a bit later the FBI characters who triggered the forest objective. I found the cups which lead to the bushes but couldn't find anything more after that. I think it would be good to add some floating markers above the things you can interact with, otherwise the player has to try and run into every detail on the map, just in case it triggers something.
Also, maybe change the arrow shaped dialogue button into a regular shaped button. When I first met the cow, I thought I was stuck. I was pressing everything on the keyboard and clicking everywhere to move the dialogue on before I accidentally clicked the arrow. I thought the arrow just meant there was more dialogue to follow.
Hope this was helpful!
Thanks for playing! You're right, I really need to add some instructions to the game page. I could also add an instructions button and panel to the main menu. So, when you kill a monster, they drop a power up. This power up increases your movement speed, the bomb size and gives you one extra bomb. I didn't have time to break power up into three separate ones, the way Bomerman does, so just put all three into one. I'll give yours a go next.
Well done to everyone who managed to submit a game. I won't have much time to play many games, I now have a ton of things to catch up on.
That said, I'm happy to commit to playing half a dozen or so and give some honest feedback. Reply to this thread and let me know. I'll check out at least the first six.
My entry was Dwarven Games: Special Delivery if you'd like to give it a try.
Hi Ozone. I'm interested in joining a team, have taken part in a good few game jams but have only done them solo. If you're happy to focus on coding, I'd be happy to focus on art. I'm based in the UK, so only a 1-hour difference, I think. Not sure what my discord is as I rarely use it, but will get that sorted. Cheers!
Hi all! I hope everyone has had better luck than I have. I've been trying to develop a timeline based combat system but it's been a total disaster. My timeline system behaves differently in the editor play mode than it does in a build and differently again at different resolutions.
Tomorrow morning I'm off to house and animal sit and I won't be back home until after the deadline, so I'm going to call it quits now and won't be submitting anything to this particular jam.
Next week I'm going to remove the timeline idea completely and make a simpler turn-based combat system.
Best of luck to everyone taking part. Maybe I'll see you again in a different jam.
Hi all! I've sign up for this jam in the hopes it will give me the motivation to complete the combat system for my Vampire RPG "Shadowplay".
https://cas-windsor.itch.io/world-of-darkness-shadowplay
I've signed a contract to develop my game under the terms of World of Darkness: Unbound. This game was my entry for the 2021 Vampire World of Darkness Jam but back then I got stuck and sidetracked into oblivion. I spent a ton of time making the game look and sound pretty but not nearly enough time getting the combat to work. You can download and try it if you like but it's pretty janky.
This time around I'm going to solely focus on getting a functional combat system up and running. Polish and good looks be damned!
I'm interested to find out what other people are up to. What are you planning to get done by the end of this jam? Let me know!
Does anyone here own a Tilt Five? I'd like to make a simple bat and ball game which is restricted to 2D but has a holographic 3D aesthetic.
The only problem is I don't think many people will have a Tilt Five, so it's possible no one here will be able to play it. :\ I've entered a few game jams before, so know from experience there won't be time to make multiple versions.
If you own a Tilt Five and would like to play or test a holographic arcade game, please give me a shout here. It would really help my motivation to know someone can play it.
Just a super short video this week...
I was hoping not having to crunch but it now seems inevitable. Just 3 days left. Good luck all!
I've also started on the main menu...
As well as a dialogue system and the first main scene...
I have a short story in mind but have no idea if I'll manage to complete everything in time. It might just end up as a short combat prototype.
Hope everyone is making good progress. Let me know your thoughts.
The combat system has had a lot of additions which you can see in the video.
- Healing and feeding animations added
- Blood splatter visual effects added
- Health, Blood and Vitae sliders now change over time
- Extra frenzied player state added
- The battle scene now has a dynamic music loop system which tracks how close or far the player is from victory and swaps out the next music loop accordingly
- Enemies can be drained to the point of death, much to the delight of the Beast
- The player character will now cheer if they win
- The zombie will now roar on their turn and if it defeats a character it will chow down
- At the end of battle the curtain will fall
So, here's how it's looking towards the end of week 2. A basic, functioning turn-based combat system is in place. I was hoping to get more done today but have been plagued by Unity crashes, around about eight crashes today in total, even after updating everything I can think of.
Anyway, it's a start and I'd love to hear what you think.
I'd like to find some theatrical piano music to go with it but haven't been able to find anything to fit. If anyone would like to put some music together then let me know. Happy jamming everyone!
Please feel free to roast my work. All ideas are welcome.
If anyone wants to team up then give me a shout. I'd be especially interested if anyone wants to do some character art and make some cool looking silhouettes in FBX format. This would give me more time to code. I'll be trying to make this in Unity.
Hi all! I'm Cas, aged 44 and three quarters. I entered the last Brackeys Game Jam and made Chaos Canyon, a whitewater tubing arcade action game. Happy with the way this turned out I then entered the recent Improve Your Game Jam and crunched for a week. Ratings are now open for this jam and I'd love to hear what you think:
https://itch.io/jam/improve-my-game-jam-17/rate/1172724
I've joined this jam as I'd like to slow my pace down from sprinting to more of a marathon pace as I'd like to see this game through to the end without getting burned out.
For the next week I'm going to focus on making a website for my game as I'd like to send out an email newsletter once a month for those who are interested. After that, I'd like to refactor what I've coded so far, so the process of level design is more streamlined.
I'm looking forward to finding my own pace and seeing what everyone is developing. If anyone takes the time to play and rate my game with the link above, I'll make sure to play and rate theirs. Happy jamming everyone!