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codercommand

17
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16
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A member registered Jan 15, 2022 · View creator page →

Creator of

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Press E to open your inventory. Weapons go in the top slot, head gear in the middle slot, and the torso clothing goes in the right slot.

We ran out of time to fix some of the inventory bugs (tool tips, removing items, etc...).

Didn't know damage numbers are missing on killing blow. If we come back to fix the bugs in the game we'll look into that.

There were 3 of us, and we started on Friday so we made this in 3 days. Could have done a lot more had we started at the start of the JAM.

It's not you, there are some inventory bugs that we didn't have time to fix.

Nice to hear you liked the game!

While the gameplay is lacking, I like the missiles. I like how they curve as they fly through the air.

I noticed that the player/Santa was shooting missiles at set intervals, is this a bug or a missing feature?

I don't know if you know the cause, but if you don't I recommend investigating the game for performance issues on web or at low FPS (if you're on a laptop you can often simulate a low end PC by using power saver mode and having the charger disconnected) because this will help improve your next game. When I played the game from my gaming laptop the game froze a few times when starting, there were random lag spikes, and there appeared to be lag spikes whenever I saw a missile explode.

Thank you for mentioning about the motion blur. Unreal has loads of settings and we didn't know motion blur was ON until we checked after seeing your comment.

I've uploaded a new build with the motion blur OFF like it should be. I hope that makes play testing the game better for you.

All the artists did an amazing job with the art. Because we were short on time repeated swinging went unnoticed, but that will be addressed when we revisit the project.

Maybe there will be rotation animations in the future, but it would have been too much for the GAMJAM.

Thank you for letting me know.
I'm already aware of the first bug, but it's minor and doesn't damage game-play.

I'm not sure how you got stuck on top of the skeletons. They're kinematic bodies, and you can stand on top of them, and jump off their heads. If you were stuck, I suspect it has something to do with how Godot processes physics.

I agree level design was minimal, I didn't have much inspiration for it. I also did a very poor job of incorporating the theme.

It's from the start menu after you die. 

I really like this puzzle game!

Here's my game:
https://itch.io/jam/scorejam17/rate/1379344

I played your game, it was fun and interesting to play. I like the whole working with your past for your future thing.
One problem I had was that on a certain level, I don't know which, I couldn't progress any further because my jump was about 60% of what I needed to to the level. I couldn't reach anything. I was playing on the Web version.

It's nice to see the game's aesthetics are consistent.

If you spam enter when beginning your camera will appear to move to multiple different levels really quickly. No idea if I'm braking anything when I do that XD

Yeah theme wise it didn't really workout. I cared more about the quality of the game and how it felt than the theme.

I hadn't thought of that as an attack. That's a nice idea, unfortunately I don't have any animations to do that, so it would look weird.

Cool, I'll watch the stream recording later!

Occasionally you get bad odds and to many skeletons will spawn to early. But the idea of the game is eventually you get overrun by them and die, or you make 1 mistake and die.

You need to be really proactive hunting skeletons until score 10-17 to get your first upgrade as quick as possible, which will improve you survivability loads.

It was hard to balance it with the time frame. I wanted it easy enough to pickup, but hard enough that once you know what you're doing its not "easy". I think my personal highest was 136.

Yeah XD

I spent time coding state machines that handled input/ai, animation, and physics. These state machines make it really easy to control the current state of the character and allow me to decide the priorities of different interactions.
I could have done a lot more. With the base system I could have added blocking, dodging, and more interactions because it's really easy to extend now it's setup. Sadly I didn't have the time, animations available to do it, and it wouldn't be mobile friendly if I ported it.

I made it so on attack you can trigger a hit animation on the enemy. This hit animation overrides all other animations, including attacks. I decided to make it so you would go around slaughtering skeletons, as time progresses you will encounter more of them. This will eventually lead to a mistake getting you killed. Once you get hit, you're out.

Every 20 score you will also get the option to level 1 of 3 stats. You may have encountered that already. If you manage to live long enough to max damage, then you can one shot them. When difficulty eventually reaches max, every spawner (six of them) will spawn a new skeleton every second. So yeah, it gets really crazy if you can live long enough XD