Did it show an error screen? Or did it simply not accept keyboard input? I've now uploaded a Windows executable too if you're still interested.
Chainsta
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I find it enjoyable, but in hindsight I think there's a particular case when it felt frustrating. It was the first room of the first crypt after the tutorial. A couple times I had to start in a room of 2 monsters, maybe even 3? It felt frustrating taking many turns to defeat an enemy using rocks, and I would end up dying soon after. Even if I managed to kill one enemy, I wouldn't loot them immediately and instead try to kill the other enemy(s) even though it felt impossible. But then because of that I had to retry in another new crypt when I die, often with less resources. The thing is, I feel reluctant to try a new potion mid-battle because I might be spending a turn better spent on throwing rocks, and the first room being a monster room was not helping that reluctance. In a room without monster, though, I don't feel reluctant trying out new potions.
These might be edge cases, but because it happened on my first couple playthroughs it felt kinda rough.
Overall the game is pretty good! The presentation is great, the gameplay takes some time to experiment and understand, but once you know what's what, even a 3-monster room isn't that bad. I find myself having a couple of favorite potions to make (*cough* invisibility and strength *cough*). But hey, blindly drinking a new potion is also great! >:D
It's me again lol. I picked up a card (the net card, left card) but the animation seemed a bit off. The first one I picked up just fine and got added to the left-most of my hand. But the second one played a weird animation(?) like it grows in size and shrink again in place but didn't get added to my hand. The card's sprite is still there, on the foreground even, and when I clicked on its place the game proceeded to the next room instead (I assume the game thinks I've picked up all the net card loot, so it triggers the door behind it instead). The next room was safe so I proceeded again (the card is still there, but it just triggers the door again), and the room after that is a battle. Problem is, the bugged net card is still on the foreground and obscuring the monster card (1st pic). In fact it seems like there are 2 cards above the monster card, somehow. Hovering over the bugged card instead focuses on the card directly behind it (a door maybe? there's no icon on its top-right corner) (2nd pic).
Did I draw too much card or something?
Edit: Tried to clear the room. The library (right card) drops the dagger and paper(?) loot. But when I picked them up they moved to the left card, replacing the bugged net card. They still get added to my hand just fine though. Still from the previous 2 pictures, apparently all 3 cards are overlapped with another card (though only the left card is obstructed by the bugged card). I can still click on the door and clear the crypt afterwards, and this issue doesn't carry over to the new crypt.
Edit 2: Happened again. Can confirm it happens when picking up a loot card when there is no rock card in hand.
Well that was bleak... My only gripe is that the branching map is underutilized. If the map shows what the player can get where, then I would be able choose which route to take to make a requested potion, or at least not get duplicate ingredients. The way it is now, the branching map might as well be a straight line. I didn't leave the NPC to die, the game did. That kind of feeling.
The combat takes some time to understand. But once it clicks, it's surprisingly good. It's literally a risk vs reward situation. Especially when I see a 9 on either side: a sure-kill for me or an "if I get hit I'll die" situation. Even the duplicate potions have their use. Having to listen to the enemy before confirming which potion to use is clever, a side dish of emotional damage for the player lol.
I said all that but I never survived past day 5. Good game, but might want to make sure the player know that they can use ALL 3 rock-paper-scissor at the same time, as that is very important.
When fighting morose shade (the bluish shade sprite), there's a "Loading Error. Failed to load: img/sv_actors/_asq_generic_shade_b6.png." Retrying doesn't help and had to reload the game/page. It's a problem when answering wrong on the way to weeping shade. It can also happen during random encounters, which is just, well, random.
I played a bit, and I think I found a bug? Basically, when I go gathering at the evening timeslot, instead of ending the day after the 3rd time gathering, it just let me roam around some more. The text when I try to gather again just says "0", I can gather as many times as I want, but as there's no manual way to exit the map (?), I'm just stuck there and have to reload a save file and had to redo the whole day.
One other thing, which is probably just my luck, is I got the thug event 2 days in a row, in said evening timeslots, and took some ingredients, then my 5 potions. Both things happened on the 1st and 2nd day and it just dampens my experience... Ouch.
Update thyme.
Day ~ 2
- Jam started at 2 PM here. Worked right away. Had an idea for the mon-catching feature. Basically just copying the enemy database/entries and pasting it to the hero database.
- Added some... new "fields" (Wolf Editor terms) (stat growths, equip slots, skills learned, etc.) for the enemy entries. Basically turning the enemy database into a 2nd hero database.
- Made the common event to actually copy-paste enemy entry to hero entry, and add the fresh entry to the party. Nailed it. :B
I love LICEcap. Itch's upload limit is only 3mb tho.... so some gifs were too big to post... and got to record again. Don't mind the enemy graphics, please.
Day ~ 4
I mean, today's the fourth day, right?
- Procrastinated on evening day 2. And early day 3. Thought about actually not using the leveling system. Just focus on catching mons like climbing the food chain.
- Made the common event for kicking party member mons. The engine has a limit of 6 party members, and changing that means changing a lot of things, which would take me days (engine documentation and common event notes are my only go-to). No thank you. Set the event for after battle, called when the party reached max 6 members.
- Had an idea for a "party capacity". Simply, a party of 2 giants is equal to a party of 5 critters. Tried to implement it, but I hit a rock early today. When a big mon (takes 3 "slots") enter and the party capacity gets exceeded, others will have to be kicked. Potentially kicking that or other 3-slot mon, 3 1-slot mons, 2 slot mons, and other combinations. This... unfortunately... is beyond what I can do right now. Would take me days, if I even have the motivation all the way through. So no.
===
In short, the core feature has been finished. Still the bare minimum, but it works.
Next I'll have to make actual content and assets. ...and a story. I brought this upon myself. Those are all default engine assets, not mine.
Thanks for stopping by! :D
Hello! Welcome to my devlog, I guess...
It's a JRPG, with a monster-catching feature.
... that's pretty much it.
- Team: Just me.
- Engine: Wolf RPG Editor.
Story: Later.Setting: Nuh-uh.Art style? Music?:Shhh...
I don't have much to say. I'll just post my progress here from time to time.
Still, good luck everyone! Keep your aspirations in a jar somewhere safe and close! :D
...
I will stop working on this project indefinitely. Which also means that I'm not going to submit anything for this jam. Not much progress, if any, from last update. I've gotten used to the engine, and I guess I've also learned prototyping a bit. I'll take it as a win.
I started the project with a vague idea and only focused on some (apparently complicated) mechanic. The problem is that, though going solo, I really didn't do anything about all the other stuff. Was kinda putting it away for later, my motivation got thinner, and school said hi. In short, I overestimated myself, motivation and capability, especially for the 2nd week.
Thanks for everyone who visited this devlog, and sorry to disappoint. Still, good luck to those who are still working on their project!
Man, physics-based games are hard to make... and my foundation so far has been kinda wobbly. Still, daily logs first:
- Day 7: Not much added. Copy-pasted some things from day 5's work. Added a "pull" mechanic but it's way harder to make it feel right than I imagined. Also, jump-thru platforms being jump-thru, when the player falls with certain angle they just go thru.
- Day 8: Tweaked around the player's speed a bit. This time I really feel the disconnection between the player's built-in behavior and the "add force" actions. The player's speed from the behavior is completely separate from the forces. I can make it so that the force decreases over time using the player's gravity, walk speed etc. into the calculation, but I don't feel like putting in the work... Plus the swinging motion is just setting the player's position each frame, no forces at work. And I'm running low on motivation. No gifs today.
So, euhh, actually, mechanics-wise I've put in almost everything that I have in mind for the jam period. I'm thinking of adding a way to adjust the length of the swing while swinging and adding some sort of "lives" thing. I'm not even planning to make a main menu. The big thing I'll have to work on next would be level design. Either one simple level, with maybe some coins to collect in certain hard-to-reach places, or make it a scrolling map, some race with time...?
Just... physics games are about momentum , either real or just feels-like, or at least I think that's what they're about. I can't handle physics well, and the built-in behavior has its extents which my intention is beyond those. Maybe I'll redo everything once again and say goodbye to "Player is on land." Redo, because actually I've been redoing this everyday from day 1 - 5, every time testing new things. Maybe I'll make a Labo VI or even VII.
I guess 5 days a week is about right for me. There's still some things to do to make the game presentable, but, meh. I've learned my piece. I'm still going to work on this alright. Expect some minimal-effort assets and sounds, har har!
Okay, today's more wordy and rant-y. But still thanks for stopping by!
Not really working on the game today, but I guess I'll post some progress updates. Itch won't properly display the gifs I upload, so I'll upload them later.
- Day 4: Worked on the swinging part. For this jam I'm only making a simple 180 degree swing. I've an idea on controlling the swinging more, but implementing it will take time and I probably won't have the time to make levels to highlight those features anyway, so, it's a not yet. Also remembered that -90 degrees is actually the same as +270 degrees, and this took me hours to realize. Collision when swinging is still a bum.
- Day 5: I got an idea on handling the collision and a tie to the theme, yay! Basically, people don't want to touch something super hot or cold. And when they do, they'd just jump away from it. That's it. Also made use of the jump-thru platform from the engine, so swinging through those, and stepping on those, are fine. Haven't fully redone all the previous swinging features, but hey, the goal for yesterday was to make sure the player bounces. Which was a job done.
- Day 6: Today I don't work on the game. I just don't feel like it. So, here I am updating the devlog. Now that I think about it, my game doesn't look as pretty as others...?
I might open up paint.net or Chrome Music Lab later today, maybe.Better not stay lazy for too long.
Anyways, yeah, thanks for stopping by and good luck with life! I'll probably check to upload the gifs sometime tomorrow.
I just like to write out my train of thought rant. Also, yeah, I like building my own system, stubbornly without looking up tutorials, which end up taking a lot of time. I plan to finish the mechanics this week because next week real life things will start. So, I'll just make what isn't available and make use of what's already available. Starting to stitch up all the different parts of the mechanic, leaving the failed attempts, so, yay!
It's Day 3 now, so I figured I'd post my progress. Log:
- Day 1: Messed around with the engine. There's a built-in platformer engine inside already but I decided to not use it. Went for changing X Y positions instead of using "add force." Also tried the engine's collision check and "move object away from..." action. Learned a lot of obvious things like "putting a brake." Now I think I was just making things harder for myself...
- Day 2: Kinda fixed the jump and movement mechanics...? Also added the shooting mechanic for the hook. At this point I realized that collision check is problematic.
- Day 3: Decided to switch to the engine's built-in platformer things. There's this "bullet through paper" thing that keeps happening when the hook collides with things, making it messy. Also, setting up the player-platform collisions are tougher than I first thought, when tying it with gravity, player's move speed etc. Hence me switching over to built-in "behaviors." Now I'm halfway thru the circular motion for when the grappling hook is stuck. I'm thinking of either shooting the hook at mouse pointer or making some special "magnetic" spots so that it'll get stuck nicely.
Man, I made so many mistakes doing this... But I'm glad I did though. :D. Also LICEcap'd a lot of things just like last jam.
Next up I'll have to set the collision to cancel the swinging mode and make up my mind for how to trigger the swinging. I'll add more things after if I can.
Thanks for stopping by! +sorry not sorry for the gif dump :)
Okay, hello to whoever is reading this! :D
This devlog will probably be my place to share my progress. And my train of thoughts while making the game.
I'll be doing this solo, using the engine GDevelop 5. It'll be a 2D platformer, with the focus being a grappling hook mechanic. The rough roadmap being:
- Basic platformer mechanics (walking and jumping, collision)
- Grappling hook mechanic (shooting and circular motion)
- Making a level
- Making acceptable visual assets
- Adding sounds and music
Haven't thought about the story or the theme. Nor a title. I'll just add it up after the mechanics are done. Meh.
(Edit 20/01/27) There'll be a lot of gifs here~
Cheers!
1. Hi all! Chain here.
2. I did join the last jam. This time around I want to make a platformer instead of a turn-based RPG. And I'll try to make more original assets this time.
3. Favorite games? I'm not sure... There's too many titles from so many genres. :D. Some of them are Digimon World, Patapon, and Monster Hunter. For the game I want to make for this jam though, my #1 inspiration (and I guess you can call it a reference) is Tomba 2.
4. I have so little experience in game dev that I'd say it's non-existent. The only gamedev-y experience I have is messing around with RPG Maker-like engines. I don't have much skill in arts and programming either.
5. Lately I don't feel really passionate about anything...? Some ideas do fly around my head every now and then. This time I want to catch some of them.
6. My main goal is being productive. That's it. The game would be an added bonus. The technical goal would be copying the grappling mechanic from Tomba 2. Something clear that I can reference. From that point I'll add my own twists and make assets if I have the time.
7. Try to start small and do -or at least plan- things evenly. Also, rescoping in the middle of the jam is totally cool!
8. None that I can think of. Keep up the good work, admins. :)
9. Making this actually took me a good 2 weeks... Haven't touched it since last jam but I still have ideas for it brewing in my head. Here's my submission for last jam... "Just Annother RPG"
Good luck everyone! Here's to all our fruitful journey for the 2 weeks ahead!
Nice short platformer. Plays nicely, I'd say. Attacking animation isn't the prettiest but it's very clear and it works. :)
Maybe it's just me, but I feel like the princess's sprite is too big...? Thus movement feels slow and jumps aren't... satisfying?
The ground is a bit smooth, considering how pixel-y the characters and rocks are. But then again that smoothness is good for slopes and round edges (and the player slides smoothly by the way, which is good), so it's up to you. Character sprites are good as it is, and the difficulty is good for introductory level.
Edit: Oh, almost forgot. The in-game "Help" is a bit outdated?
Overall, good job!
Yep, good game!
Nice variation of parts. Might take a couple of playthroughs to taste all of them, but I actually enjoyed replaying with my end gun. :D
Quite a lot of things I'd like to suggest...
- Maybe make the crosshair a bit more visible? With contrasting color or different shape?
- Maybe adding sound effects when the player shoots and / or when the robots get hit. I know the enemies bounce a bit when hit, but... that would help when sniping? Basically let me know if I hit or miss.
- Also maybe, let the player keep the old parts and give them access to assemble the wildest gun. It's fine the way it is now, making the players choose which parts to keep. Just... personally I prefer not having to force my luck on getting the next shotgun attachment.
One thing I noticed is that the "splitting ammo" magazine can actually rapid-fire? (holding the left mouse button) From the description I thought that would be exclusive to the "self-feeding" one (the blue one with red text)... This intentional? Also, "why did I even turn around?" Because it wasn't the version 1.1, I guess. In 1.1 the door becomes green and I can replay with my end gun. ;) Don't forget to specify which OS the game is for!
Good job making this game in the jam's short time!
Umm... Downloaded the game (.exe) and tried to run it, but this came up.
Also played the game on browser but unfortunately I suffered from low FPS... :( . It's a bit too much for my 1.1GHz laptop, apparently.
Apart from those, the game's really nice! Love the sprites and animations. What's jump and dance for, though? Also didn't manage to beat the game... Didn't find any new bugs, though. Cheers!
Thank you for playing! Glad to hear the dialogs are enjoyable! Kinda worried that it doesn't make sense...
As for the future of this project... well, I'm not sure. I used to envision a longer game, but now I'm not feeling like doing all the work. Please take it a s a "No." Sorry for the uncertainty... But thanks for your interest! I really appreciate it.
Thank you for playing!
Thanks for the compliment! Also big thanks for pointing out the maeshroom! I forgot to set it to recover SP instead and uploaded the game without testing it first... Sorry for the slip-up! Both its effect and description have been fixed and re-uploaded now. Didn't use Butler though...
Oh, I'm using Opera on Windows 10. Also, it's only when moving up-left and down-right which won't let me attack. Up-right and down-left is fine. This kind of thing had happened before, on other applications, for me. Pressing some combination of keys just won't work. Good luck if you want to look into it!
Simple and it hits! Sat down for half an hour playing modes after modes. Enjoyable times. Really, I even let the music play on the background while I update my devlog. XD
Hmm... Though I think the timed mode doesn't have any point? I get the standard and endless mode. "Outs" mode is nice, too. But the timed mode is just... there...?
Also, if you'd like to expand the game, I think recording the player's farthest(?) homerun might be nice, though I think I saw the number kinda drop down if the ball bounces back to the player... And implementing some sort of achievement system or (this will be hard) challenging the player to hit the ball somewhere (like through a ring of fire?) might keep me playing a bit more. Or is it already implemented but I didn't realize...?
But overall the main dish is there and it's fun! Those DLCs really cost some dime though...
Nice game! Just-right difficulty for me. Not too hard and not too easy. Took me 3 tries to escape. Love exploration and making a mental map. :D
Though this error showed up... Doesn't interfere with the game, but just... what?
Oh, also would like to point out that the OS for the download isn't specified? Is it compatible with OS other than Windows?
Nice game!
I think it's because of my laptop, but when I move diagonally (up-left and down-right) I can't attack while moving. Also it took me some time to realize that every edge of the map without walls means it connects to a different area which made me wonder where the rest of the jams are. (ahh, didn't watch the gif carefully)
A bit about the player's attack, it's not right at the center front of the sprite? I often got hugged by enemies. Holding down the space button works, though. :D
Also-also thanks for not respawning enemies and placing checkpoints. Saved me from a lot of frustration. Good job! ... and good luck on the sequel!
Post-jam post. Yay!
Don't really know what makes a good post-mortem, but I'll write one to bring closure to this devlog.
Post-Mortem
What I think I did right:
- Rescoping whenever needed. Basically I kept trimming the features I used to want on-the-go. They just don't feel necessary... the more I actually developed the game. Pragmatism over theory / idealism, I guess. This also helped me work with the jam's deadline.
- Don't spend too much time on one thing. Because I'm working solo. Don't know about teams, though. Still, I think it's better to spread effort on every part of the game, to prevent being too focused on one thing and ignoring other parts. Sure, I like tweaking the engine and making better battle system but the game is not just the battle system itself. Beats my perfectionist side.
- Debug debug debug. Or maybe looking up tutorials and documentations for others. Still, when first using an engine, get to know it. I slipped a bunch of in-game messages (not just debug text on debug window!) on many parts of the engine. First week spent learning the sequence of events called on the course of battles. Their variables, functions, etc. Bugs squashed early and avoided.
What I think I did wrong:
- Only having a vague idea of a story and forcing to put it in. Plots and characters just float in my head but I can't ground them. Instead of placeholder texts, I forced some dialogs and formatting. Ended up redoing the formatting and bits of the story. And it's still floating...
- Manually, individually evented events. Basically I made one template event and copy-pasted it many times over. Which made me having to do a lot of copy-pasting again later on when I decided to change some details. I know many of those events have their own unique thing (enemy move route, for example, is different for each event), but I could have saved a lot of time if I made them call a common event instead of a series of commands in each event page. The "defeat" and "flee" events are the same for most battles, but I only realized that after copy-pasting them twice...
- Designer's self difficulty standard. Well... I made a rather hard boss battles, meant to challenge myself (with all my theoretical tactics and knowledge of enemy AI) when the player's don't even know the rules and how to play effectively... yet. And so I had to seriously tone down the difficulty. And add more generosity.
- Being inconsistent / carried away by things. I tried on mapping and settled quickly. But on enemy move routes, they change too much too quick. From simple line back-and-forth, then to zig-zag, loops, pseudo mind-reading, to varying speed (ninjas) and homing ghosts. Which was fun to make, but is a headache for the first-time players. Had to dummy-out all of them and redo.
Conclusion?
Well, those points I mentioned are probably specific to people using RPG engines. Anyways, I think it's important to have a clear idea of what game I (you, we) want to make. Keep that idea grounded (or ground them by writing them down) and prioritize the "feel" of the game. What feeling / message you want to get, what you want players to get. It might actually be simple.
Also, keep your commitment through development. Try to be consistent. Plan some and stick to it. And try playing without the knowledge of being the developer / designer, because player's aren't like you. No hidden mechanics, okay? Tell players all they need to know and convince them to want to use those mechanics!
Sorry for the long read, but thanks for stopping by! Gotta clean up the OP.
- Chainsta
Thursday. Evening. Day 13.
Made a lot of improvements. Helped a lot with the flow of the game, I guess?
- Made a couple of tutorial cutscene to help players understand what I want them to do. And for those who've never played a turn-based JRPG before (which was unthinkable for me before)
- Cut down the difficulty. Players don't know how to play the game effectively. Not yet. So I kind of bent it towards tutorial / first level difficulty.
- Allowed the player to roam my messy maps and weird experimental enemy move routes. After beating the boss, that is. Though it's very crowded because I set them all to 100% spawn rate.
- Tested the game on Linux, with Wine. Wrote a note for it in the game folder and included the font used.
I'm kind of tired with this project (yaaay~) so I'm glad that I've... put an end to it? All that's left is to submit it for the jam. Maybe a little fix sometime. Though I have a mind abandon this project. Maybe start a new one, redrawing the maps and all. Hopefully better.
Sorry for anyone who waited for the features in the original original post. My little designing mind can't quite think of how to make them interesting. Basically I lack execution. And this turned into another rant...
No pictures this time. Anyways, thanks for stopping by! Cheers.
Edit 1: 2019/07/18 typo. 1 sec after submitting, really?! Testes -> Tested
Is this day 12?
Last few days were just me eventing some stuff. Ugh... The first time I actually played around with event control... Writing down dialogs was pretty hard... Good thing I decided to throw away the branching-story part of the game. I'm not up for that much challenge yet. Thanks jam for teaching me how to scope! Though basically I'm just scratching one feature after another.
But! I managed to finish the game! Har har! Just a short, linear, 20-minutes classic JRPG. Nobody else have playtested it yet, but I believe it's not confusing. Not much of a hook, either, but, eh.
Things I've done since last post:
- Eventing. Few but draining. Character dialogs, bits of lore and hints from stuff (bookshelf and shrubs), boss's dialogs-battle, and also title screen, retry, and moving to credits.
- Recoloring the chicken sprite. Because I don't know about good pixel placement and coloring.
- Opened up the graphics synthesizer and made sprites for 2 characters. With default parts.
- Drew some enemy graphics. Just a basic enemy with little difference between each other. And the boss, for more... excitement.
- Replaced the background music.
- Drew the title screen and the credits screen. Basically the same thing.
- Played through the game a number of times, fixing spacing and other formatting errors with the dialogs. And adjusting events in general.
- Cleaned up some debugging left-overs and exported the game. And played the game again.
I'll submit the game sometime soon. Before that I'll take my time to re-check stuff inside the exported game. Also there's a little hiccup that sometimes appear during playtesting... where the transition gets ignored and transfer between areas become not smooth. Reasons unknown. Not game-breaking though.
I'll have to scratch a lot off the original post.
Thanks for stopping by!
Sunday morning~ Day 9?
Finished most functional maps~ (might not bother adding cosmetics later). That, along with most placeholder for events, transfer between maps, enemy and item spawns, and spawn resets. And enemy move routes. Those are made with love.
... and yea, that's it for now. Next I'll be setting the enemy-groups for each of them. And mini-boss events. And story cutscenes. A bunch of eventing ahead...
Also I am not going to implement equipments and damage types (that lethal and non-lethal branching thing). I don't think the non/lethal is needed for this game, nor do I want to implement it anyway. As for equipments, also not needed. I have 3 themes for enemies and 4 members for the player's party in mind, but at this stage I'll only bring 1 theme and 2 members. Not much customization. Not needed, I think.
I want to finish this project. I have an idea of what is "enough" to achieve that. This doesn't have to be that dream game. Not now. So, I'm telling myself, like others have, to just "KISS" it. Keep It Simple, Stupid.
One week left, but don't wait for the deadline. Also, thanks for stopping by!