Loved the behind the scenes. What a thoughtful inclusion.
colter
Creator of
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https://iwilliams.itch.io/ is a web wizard.!You can enable custom CSS for your games by reaching out to itch, there's documentation on the site for that.
We have not discussed next year but finishing Madvent (in its current form) lets us get creative about new collab formats and possibly make our return to hosted game jams (which have fallen by the wayside). It's been getting harder to organize/ship Madvent year over year given the changing composition of the community and of course our personal lives resuming post-pandemic.
I am happy to close curtains on this iteration of Madvent and hope everyone can share my excitement in discovering new directions for our holiday tradition next year. The community is still driven to make and release stuff and where there's a will there's a way.
Hey if you downloaded the game more than 10 minutes before this message, you got your hands on a special limited-edition release where everything is broken. >:}
Maybe grab a new copy (v16+) if you want to play the games. Rest assured though, v16 has similar special features like game-crashing bugs, half finished builds, and outdated credits. You might want to check back in later for patches.
If you're not using the itch client, I highly recommend it. We will patch in the final cutscene/credits and a special game for the 24th later on in December and there's no need to download the whole kit again. The client makes updates super easy and it's not a creepazoid DRM system like steam or epic.
I think these are a fair critiques and they pick up on tensions that have always been in play with these large collaborative projects. - I'd say generally what you point out as negatives are areas where developer comfort and interest have been prioritized over the player's experience. This is not an accident, but an intentional decision, although the consequence is this opens us up for obvious critique when the player experience is lacking.
In the end, these collabs are a bit more like game jams than full projects with strong directions, and that's intentional. I think it's a good sign these projects are at the point they are judged with high expectations, rather than treated as oddities. It shows that the collabs ARE getting more cohesive and compelling, although there's always room to improve. In the end, I think Chain2 was structurally and thematically more successful than Chain1 as a whole. I'm excited to see how we can improve the next collab using what we learned here.
We are listening and reading everything. All player feedback, good and bad, goes into consideration the next time around.
For anyone else with GOB problems, you might have better luck with this separately distributed version https://gamma-girl.itch.io/gob
Sorry you had trouble! The .dll should be included. It might be easier to download, install, and run through itch's official download manager. https://itch.io/app
https://pastebin.com/rBpBRCyp in lieu of spoiler tags heres the sequence from where you are, until the next big section.
We are using jam submission required fields to handle some data entry requirements from contributors. (This is an amazing feature!)
It seems that line breaks in the field descriptions are not rendered in the submission portal. (Images below) For clarity's sake these linebreaks would be tremendously helpful.
Would this be a trivial thing to fix?
Creating descriptions for form fields (top) How those descriptions are rendered on submission page (bottom)
Needs an explainer introduction. The mechanic would be self explanatory in 2D but this 3D presentation is unfamiliar. "Bounce higher using triangles" would suffice.
The bounce itself sounds like it's hurting the character no matter where you land, kinda confusing. There should be clearer audio feedback about what actions are good vs bad. The crunch of a positive land is ambiguous at least at first.
The monster/environment should change in an obvious way when it's time to enter. maybe the music should change or everything changes color. Could the triangles hurt you when the mode flips into 'enter'?
Input feels clunky in a bad way tbh. You're aligning cardinally on a sphere, maybe mouse input would feel more thrilling. Orbital momentum could also be interesting. If mouse input makes it too easy, well that's more opportunity to make the triangles and bullet hell effects tougher.