Came here from your post on bluesky and oh boy i am glad i did that. This game was so goddamn awesome. However, as you can see in the image, at the part where i had to use two combiners to make nails, this glitch happened where the option to place the combiners just disappeared and i could not go out of build mode. So, a softlock sadly :\ I hope you fix it soon because this was damn interesting!
Chaddest
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I emailed the support staff regarding the issue but got no response. Therefore, I will state the problem here. For quite some time I haven’t been receiving any views or downloads on my games besides those whose link i directly share with others. Recently I also came to know that my profile as well as my games are not visible on searching, neither do they appear on any of the games filtered with all of those specific tags which my games have. I would really like to know what’s going on. Cheers
https://chaddest.itch.io/maydaynottoday
“Mayday? Not Today” is a high octane dogfight game featuring an adrenaline-inducing gameplay along with a global online leaderboard!
Enigmatic Simulations is more of a POC(Proof Of Concept) rather than a complete game at the moment, highlighting the difficulties faced by people with visual impairments while also providing some gameplay elements. If the prototype gets enough feedback, I might turn it into a full game! GAME LINK(PLAY IN BROWSER)
Thank you! I originally planned to make two gamemodes; an exploration and an objective driven. However due to lack of time, i kept the exploration gameplay but forgot to remove the counter from the objective-driven gameplay. All of this is going to be fixed in the post-jam update. Thank you again for the feedback :D
Hey! Thank you for playing my game! Yep, I am a big time animal-lover, same goes for nature. I am sol glad you liked the overall theme and aesthetic of the game. Originally I was planning to make the blood effect black and white but then the idea of actually making it red seemed a bit crazy, and oh boy I am one heck of a crazy man.
So now to the questions,
1)I only chose in-engine optimizations, I am not very familiar with webgl and html yet so i did know of any external methods to optimize my game.
2)At first, everything was going smoothly. But due to me overscoping the game, the last 3 days were quite challenging. I did not even sleep the night before deadline just to get my game to a playable state. So yeah, it was quite hectic. But i am glad I did that.
3)I had this idea of making a game where your protagonist is sort of animal for a long time. This jam gave me the perfect opportunity to make something like that. The name “Deserved Deception” is referring to the deceptive nature of the drone(companion), and how according to drone’s pov, The fox deserved getting betrayed because of the evil ideologies of the drone. All through the gameplay, the drone helps us to fend off enemies, but if you reached the end, you will get to know that he just used the fox to retrieve all satellite parts, and then later killed it and stole the parts(I haven’t added this sequence to the game yet, but I will) for its own evil intentions. The idea that the drone will betray the fox has been given a bit earlier in the gameplay by the narrator, it will be more clear after I add subtitles to this game.
4)So, I developed a keen interest in game development like 5 years ago, back when I was in 6th grade. My computer teacher introduced us to qb64(QBASIC), and I was just amazed by the stuff I can do through writing text. A year later, I made my first game in qb64, which was basically a clone of space invaders. But I was really proud of it. In 2020, during lockdown, I was introduced to unity. I followed a bunch of tutorials on how to make a game on it but I failed almost every time. I did this for 2 years, and then left game development all together. Around 3 months ago, I suddenly got a burst of motivation to make games again, and for real this time. I saw this jam, and joined it, hoping that the cash prize will keep me motivated enough to finish it(it did actually). I am pretty sure I will not win any kind of prize because of the state of my game, but I am really proud that I actually finished and published a game for once, and now I am more motivated then ever to keep on this gamedev journey.
I kind of went overboard here, but I hope you got all the answers to your questions. Again, I thank you for playing and rating my game.
The visuals and the sound effects were really complementing each other in this game, Really cool. However, The camera offset was a bit too much towards the right, but i think that was an intentional design. Also, the fact that you made the collider trigger for the collection of coins quite big was very satisfying, but it also made me collide with the enemies when I was like miles away from them. Hope you fix that. The movement was very fluid though, and I mean it in a positive way. This game can use a bit more refining but it is already pretty fun to play. Nice work!
Played this with my sister and she enjoyed it more than me. The concept might be the best I have seen in this jam so far. A solid 5 on the innovation for that. Although, I think it is kind of hard for the shadow player as the player themselves can barely see it most of the time. Also, I would really like a mechanic where the players get to choose which door they want to go for instead of the random selection. Would make the gameplay a bit more intense. All in all, it was an enjoyable experience. You can make a full release out of this concept; It is quite unique and would be a nice selling point. Good job!
I really like the artstyle and the fact you managed to make a working fps in such a short time frame is quite impressive in itself. Some things to note if you are planning to improve this after the jam - I would really like an enemy indicator ui op up when the enemy gets behind you, a lot of times I was oblivious about them and they just sneaked right up. After like wave 3-4, the game became quite boring to play, although that might be just me :P but I would really like some variations in the enemy type and maybe environment.
Overall, quite an impressive entry.
Thank you for the feedback! I have planned to replace the ai voice for narration with my actual voice! And yes, I am working on fixing most of the bugs and adding some quality features. I will not change the game completely but improve it a lot to maximize player satisfaction. Again, thanks for playing and rating the game.
Thank you! Yes, I spent like 7 out of 10 days on the art xD Probably the reason why the gameplay is so bad. for the foreground, I have thought of adding a feature where the trees will become transparent to a degree when the player will come behind it, although I am not really sure how I will go about it.
Regarding the poetry, I am planning to change it with my voice instead of the ai’s! Make sure to play it again when I update this and make it even cooler. I am certain you will like it then :D
Thank you for the positive feedback, really helps at times when you are too insecure about how buggy your game is and what others will think about your game.
Thanks for playing!
Yeah the controls might be a bit hard. As another participant mentioned some time before, making and playtesting your game for 10 days straight really puts you out of the difficulty index as compared to those who will play your game for the first time and at most for 5-7 minutes. So yeah, I am going tweak.
At this point, I am thinking of labelling the bugs as a feature because of how obvious they are xD
regarding the companion, there was some lore that i planned to add as to why there is a drone assisting the fox but I ran out of time and could not communicate it well through my poetry easily. Seems like I will have to work on that as well. Again, really glad you played the game, considering the questionable state it is in at the moment.
Thank you for the feedback!
Yeah the tree sprites were kind of rushed, that is why i was unable to work up the consistency. Regarding the bloom, yes I will add an option to disable it, I myself felt that it was too burning to watch. I have also planned to add an ammo system for the turret, where you can see the amount of bullets left in the clip and reload accordingly. Actually, I did add this, but I found out that the player can just press the R key continuously while shooting for infinite ammo in the current clip. That was main reason why i opted for the current system.
Yes I am planning to add subtitles and even add an option to disable the narrator because a few people didn’t like it. Also, I have considered replacing the ai voice with my actual voice(now that I am no longer insecure about it :D )
Really glad you liked the graphics, that is like the only consistent positive feedback I have gotten on!
I do not speak Portuguese, is it possible if I can still participate in this jam? If it is really necessary, I will try to localize my submission to Portuguese.
(google translation below/tradução do google abaixo)
Não falo português, ainda é possível participar desta jam? Se for realmente necessário, tentarei localizar meu envio para o português.
I did not encounter anything major. However, when the zombies surround you from everywhere, it is impossible to move as you cannot shoot them all because the spawn rate is more than the death rate. Therefore, if you are surrounded, you are basically dead. But i mean, that is the whole point of zombie games, so it will be stupid of me to call it a "bug". Although, if more people get a little flustered by it, you can consider having a pushing mechanic where you can slowly push the zombies away in the direction you want to go. Nothing serious though.
Thank you for the honest feedback.
Yes, I have taken into consideration the option of adding subtitles and adding the option for if you want to hear the narrator or not. And ofcourse, I am going to completely overhaul this game after the jam. I thought out the idea really well and pictured it quite nicely in my mind, but the execution was horrible. I don't think that controlling two characters is really that difficult. I mean, you do not have to focus on the movement of drone, you just have to use its weapons. But I can be wrong, if i receive more feedback regarding the drone thing, I will definitely change it.
Again, thanks for playing. I have been noting each and every suggestion and bug you guys are telling me, and man it is a lot! I promise you though that you will get a pretty good game out of this by the end of the year :)
Thank you for playing!
About the voice, I got pretty mixed reviews on that, so I cannot agree or disagree. On my part, the voice is a bit too much.
I had playtested the game on webgl 2 days prior to submission, and the cursor was working fine. But at the day of submission, my unity installation got corrupted because I mistakenly deleted some improtant folder. Due to which, I had to install a newer version of unity and export my project on that. I did not test the webgl on this newer version and just submitted hoping that it would be alright, because version changes don't usually change that much of the software concerned. however to my dismay, that was not the case.
I am really glad you liked the visuals, that is like to only universal positive feedback I have got from the people, but i get it. Nothing else was really good about this game, or even average.
Although it took me some time to know what is going on, I eventually got a hang of it. I especially liked the part where you jumpscared the shit out of me with that face. Now i will surely have sound dreams :)
jokes apart, I felt that the tutorial was too much of an information overload. Also most of the time I died when my insanity level was only at mid. Is that supposed to happen? And in the shark minigame, a lot of the time the sharks didn't die when I clicked on them.
Overall, quite a good game, a solid 5 on the Innovation category.
Thank you for the feedback!
The game might feel slow because of the dialogs. I am planning to completely remove voice dialogs and add subtitles for the narrator instead, not sure on this decision yet though. I will also increase the clip size of the machine gun and reduce the reload time for the grenade launcher.
Yeah the color might be too much, I went a little overboard with bloom.
Again, thank you for playing this. I am quite sure you would've came across some bugs as well. I will make sure I fix them and make this into something fun.
There is a player hurt sound effect, but I guess that is not enough. So this means i will have to make an animation for enemy attack. If you got far enough though, you would've encountered a new type of enemy - bears. They have a proper attack animation and are not as glitchy. But that's the problem, not many have gone that far. The difficulty curve is quite unbalanced.
I thought of adding checkpoints, but I underestimated the difficulty and planned to not do so thinking that it will be "too easy" for anyone to die.
The narrative and the visuals alone took me 7 days to make. I should've been a bit more careful with time.
Thank you for the constructive criticism, I will definitely turn this into a good game.