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Colton Phillips

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A member registered Mar 08, 2014 · View creator page →

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Good advice. I've been really inspired on a Rust program lately. But maybe at some point ill block out 4 hours to play in my head and get some of the rules down on paper.
Cheers!

I haven't worked on it for a while.  I haven't really solved how the game would work in a fun way lol.
i was toying with the idea of making dice roles and selecting action attributed to a players turn, perhaps with a described action, like "I search for x" --- and players basically goaling to learn or steal enough ideas that can be put together to make you the final winner. and some ideas would be required to know other ideas. the longer i thought about it the more it sounded freeform and less rule -rigid. Perhaps with a coop-compete dynamic where the goal is for all the players to win, but the best win is the one who actually invents the microwave -- so basically a player vs time game, where maybe a anthropocenic event happens eventually or something like that. if you want to help, you could take my ideas and I could scan my scribbles and notes, and run with it. I'm currently seeking employment, so if I finish this project i'll probably phone it in at the end otherwise LOL :)

I felt kind of doomer about this, but I still have 1 month. Beeg game jam! I thought about what Hugh said and realized it would be a pretty easy way to inject some fun into the game. I need to think like a kid.

thanks for the feedback. Perhaps I'll find some time to wrench together a simple turn based description of gameplay and ask for some further feedback regarding

cheers!

How would you handle feast/famine? or would you erase that feature? I feel like the amount of hunger a civilization has impacts its growth right?

yeah thats a fair point. I'll start thinking about this.

Hmm I see. I don't like adding violence into games in general, but I see why you came to that conclusion. It does seem to be the most straightforward way to introduce direct conflict

Cool. I did just that https://itch.io/jam/roll-up-jam/topic/3985280/advice-for-a-tabletop-game-idea

Thanks, I posted a separate topic.

Hi folks I have come up with a general concept of a game type I want to make but I don't have any experience writing ttrpg or tt game content, so I thought I could ask for some help.

Title : If You Want To Scramble An Egg... (You First Must Invent The Microwave)
Theme: Players compete to build up a civilization toward the sole and unifying focus of scrambling an egg inside a microwave.

I haven't gotten much further than this concept! I had a genuine appeal of utilizing a cribbage board (optionally) to track civilization progress, but I'm not married to anything. I also had some thoughts about having civilization energy/hunger/satiety, civilization discovery and invention as 2 separate mechanics. 

I'm open to any suggestions or any references to existing civ building games that might inspire some confidence in usability.
I was toying with either having the game be TTRPG focused with players describing their actions and creating their own content, or creating something more self-sustaining that wouldn't require a DM for a 2 player game. Like I said I'm not really married to anything but I know that the game has some appeal in terms of it's silly ideation. Thoughts?

I have an idea I really really like but have no experience making ttrpg or tabletop games. I'd love to get some perspective from someone!

I'm happy to see this. A faithful recreation of this would be really cool for the modern world. I find myself dying to ask people to try it but knowing they probably won't install a flash emulator.

You must be thinking of Prezi. Thank you for playing my game!

Great job! I love the aesthetic, and some of the animations are really groovy. I like where you were going with this one. Cool sprites!

Great job! I got 3000 on my first run. Cute graphics, and clever idea for gameplay. I wish that I could have a way to make split decisions on which one to fix next, like using a map or being able to tell which broken down location is closets. Really cool game, thanks for making it!

Great job! Cool concept, and this game also reminds me a lot of Passage http://passage.toolness.org/

I loved the way the little dino grows old, and the level design was fun. I won the game! 
Thanks for making this. :)

I loved the combination of cuteness and weapons of war. Awesome idea!

Really adorable art style.

Excellent job, team. This game looked stunning.

Great job on the concept. The game I mentioned that this reminded me of can be played here
http://passage.toolness.org/

Can't rate this, but I'd give it a 5/5. This is a smart game. I like what you're doing here.

Love it! Great art and design. Really impressive game jam.

Hey, you did a great job!

You did a great job with the overall style, I know it's simple art but it's quirky and fun to look at, seriously. The general mechanics worked great, I just think they may need some minor fine tuning, but I won't go into that. Mainly I would say that there are moments where it feels a bit unfair, but in the end I was able to beat the game, so it ended up being like a little puzzle anyhow, figuring out the safest approach, rather than purely gaining skill. so that's also valid.

I really loved the attention put into the variety of mechanics, and the various boss states. It all communicated pretty clearly for what it is. The projectiles are well implemented and are kind of inspiring me to try something similar. Wonderful.

A secondary visual or audio indicator that lets the user know when hits are being registered might be nice, so the user doesn't necessarily need to scan the hp bar each time they try to hit but the enemy is in a protected state. I did realize the rectangle was a protected state pretty quickly, but later in the final phase he is in a 2nd protected state that I didn't think was active.

I didn't utilize the Dodge mechanic once because I only noticed it existed when I returned to this page. Haha. Users never read instructions :P Maybe I would have felt the game was fair had I known that :P

I would have really appreciated an autofire option as this kind of gameplay can flare up pain in my wrists.

Altogether this is a really impressive prototype, you should feel proud. I had fun playing this. Thank you for making it!

That's a perfect note, and a good catch. 😲Thanks for the glorious feedback!

https://coltonphillips.itch.io/mira/devlog/687416/post-jam-update-is-live 


Been hard at work doing bugfixes, refactoring, simplification, and quality of life stuff! Update post here. 

pls dm me the spoilers XD

Lol, I'll take that as some light ribbing.

the design is very human

I'm him.

Some days were 4-6 hours
A few days were 10+
and some days I didn't work at all.

made my first significant devlog as well, though it's mostly an explainer as to what is coming next!

https://coltonphillips.itch.io/mira/devlog/679740/faq-announcement-what-happens-...

Thanks for playing!

A genuine new game genre. It's pretty interesting!

As a massive fan of antipatterns I found this to be the most clever game of the jam. Honestly laugh inducing, especially those screenshots I wasn't able to make it to. 

As for feedback, maybe you could have a hint system for repeat failed players. I felt it might be funny if the snakes dropped from the sky in the first area, but that's because I was thinking of an old game with snakes lol. I felt like after my first playthrough I had a genuine idea on how to approach the strategy but nothing in the game sort of confirmed my suspicions and eventually I sort of gave up.

I think with a bit more spitshine this could be a fun game for people to stream. I also think an auto click feature would be nice for people with accessibility issues like myself.

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I think I found the culprit of the problem! 

The game engine has a output latency for the audio driver. I was able to reproduce the same or similar problem on my android, and by increasing audio latency, the audio glitches ceased.

These are nice pros. Do you have any cons?

Any particular cons you'd like to mention though?

those are nice pros, but what about the cons? 

if you made the elemental items you pass on your journey more memorable, I might be more inclined to return to them when I realize I have an elemental power.  The fire could be boosted up a bit maybe

I think there is a risk reward for trial and error gameplay. I think you succeeded to some extent, but if the player has too many errors in a row they are bound to give up.