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dmbsk

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A member registered 45 days ago · View creator page →

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Thank you, I will explore it more!

Hello, try mine! I rated yours already!
https://itch.io/jam/gamedevtv-jam-2024/rate/2747038

I like the art I don't know why but it makes it cozy. I am not a fan of debuffing characters, but it is an interesting idea.
The sound and music are very good

Thanks you! I am happy that you like it.

Good submission! I like that you can hit things with the axe, nice addition

Nice game, I like art, esthetics, music, and sounds.
I had a small problem with fps when there were a lot of enemies in a small corridor.
Overall fun game and very polished!

Very nice and very polished game, I like the sounds and music. Art is great. I like how the menu is finished
I would love to see it expanded with some kind of "deckbuilding" aspect, where you can choose your units/seeds.
It reminds me about old and good plants vs zombies!
Good job!

Hello, here's my submission. Please read the description!
https://itch.io/jam/gamedevtv-jam-2024/rate/2747038#post-10075805
Ofc I will play yours!

Thanks for playing!
The max speed is the same (I was even thinking of making it that a fully loaded character is actually faster as you load more), the character just needs more time to accelerate and has less friction - so you slide more.
I need to explore more pickup methods I don't like this one tbh, as I thought it would be cool but jumping on the pad seems like a boring chore it should be more engaging.

Thanks for playing!
I need to make it somehow transparent for the player that items have different weights.  Maybe just simple text +3kg on pickup which slowly disappears, I will need to do a few iterations on that.
Yeah standing on the platform is not clear enough that something happened, I am thinking about moving to pick up to some different mechanics I have a few ideas now like moving it just to the interaction button or even some kind of mini-game (like picking them actually from the ground so you have run around to pick them up or catch them in the air)
I am thinking of finishing it to the full product, I will let you know!

Thank you! Yea I think I will do it starting by refactoring the game jam code LOL and making it work on multiplayer and scale a a lot better.
I can see it as a party & discord game to play with friends, the same "spot" as overcooked.
I will let you know!

They have different weights
Rod: 1, Wheel: 2, Plate: 3
Wood: 1, Steel: 2

So for example:
Wooden Rod: 2 (Rod + Wood)
Steel Plate: 5 (Plate + Steel)

But it is not explained in any way to the player which is of course bad, but I just noticed this problem when reading your comment, thanks!

Wow, this is very unique. I love art and sounds. I think this could be a very fun mobile game!
I think it would be nice to have harder blocks for example that require few shots to be broken but take the same amount of space. or maybe some way to fill small spaces like pouring hot lava to melt blocks but feel small spaces.
Good job!  

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Thanks for playing!
The idea was to make it hard and punishing when you are very loaded so you have to plan your route when you want to collect a lot of stuff.
So for example, you go for things that are hard to get at the beginning and leave easiest at the end when you are pretty much full.
Also making it back with a full backpack should feel super rewarding!

I am thinking about adding a local/online coop&versus and exploring idea more

Overcooked was one of my references :D. The game turns out to be a combination of overcooked and death stranding (lol) if comes to mechanics.
I will add local (split screen)  and online coop for sure!
Thanks

I like that you added a cloud of smoke to the machine, the projectile trajectory is easy to predict.
I like the sounds, music could be a bit louder.
Cool game

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Hello, It also was my first game jam ever, and first game ever with a finished game loop
Please check my game: https://itch.io/jam/gamedevtv-jam-2024/rate/2747038
Ofc I will play yours!

Very fun game, I would love a way to manipulate somehow which materials are in the cart or even the amount of them. Picking up materials and leaving them on the ground is kinda OP. I was collecting materials that I don't need right now it is very fun to optimize gameplay.
I like the assets used analogstudios assets on my game also.
I would love to see it in roguelike style, you can choose upgrades (like more carts with wood) after each failed/successful battle/level
Is it godot?

Thank you, I like this tileset it is soooo friendly and industrial at the same time.
 Glad that you liked mechanics, I am thinking about adding local&online coop so you can collect items with friends or compete who gets more $$

Thank you! Yeah, that was the main idea so there is a strategy behind running around, also you can experience the same level in multiple ways.
I am thinking about adding local&online coop so you can work with your friends or compete for who gets more money.

I like the assets, good job!

Thank you for your kind words :D
Small correction: you can collect more items, but then the character feels heavier in controls.
You can decide your strategy to go one place and pick up the same item multiple times (which makes jumping harder) or zoom-zoom around the map with only necessary items

I like the art style
Check my game! https://itch.io/jam/gamedevtv-jam-2024/rate/2747038

Make sure you are not carrying to much stuff!
https://itch.io/jam/gamedevtv-jam-2024/rate/2747038

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I enjoyed it, and will replay it to beat the boss for sure!
I like that there is a learning curve - what blessing to put on what envy.
Love that you inspired your art style by Tiny Rouges.
I think you should explore it more, very very good job!

Bulls are bulling me :(
Cool game, IMHO too much speed, cow personal jet sends me through the map, but I like the idea of adding "jetpack" to the platformer.
I enjoyed the sounds and bulls, fun aesthetics
Good job!

Shooting a cannon feels good, I like that you can shoot pirates using the cannon.
But fighting with a sword feels a bit weird, which is understandable for that it was 10 days long gamejam.
Great job!

Thank you, it was a lot of fun.

Movement can feel a little bit slow, especially acceleration and deacceleration/friction when you are overloaded with items.
I guess I could do a better job of explaining the weight system (it a bit bugged tho), the more items you have the more sluggish the movement should feel.
Without items, it should be very responsive.

 It is my first game ever with a completed loop and my first game jam ever, your feedback means a lot to me!

I was considering dropping items. I was thinking of doing it in the way that you need to get to the trashcan. I could be multiple per level or just one.

I was slippery probably because you were overloaded with materials!
Without materials is should feel very responsive

Yeah idea was to make it as challenging and rewarding by weight and points/salary system - if you pickup stuff character is "heavier" in controls but this is your decision to pick too much stuff and not run later for the same materials

Yeah, I thought about carrying more stuff more visually visible.
Like a big backpack with items, with like ragdoll when jumping,  with a facial expression on the character.

I like the concept of changing the dungeon, I think it could be explored more like borrowing tunnels between rooms, picking up cards in treasure rooms, and maybe a building aspect.
I didn't enjoy combat tho, though aiming is hard and skeletons feel unfair 

I can see it going more in rouge-like direction with boss on each level, with combat like "realm of the mad god". Could be fun in this kind of game


Yeah about the weight, it is bugged...
I forgot that making the math of floating points is not the best idea.

The idea behind weight was to make the character feel heavier in controls, the bug ruined it a bit :/
I've noticed it 2-3 hours before my final time to submission after adding UI for the weight

Was fun to play!
Controlling a character by mouse seems odd but with some refining could be a game like "Getting over it" or "A Difficult Game About Climbing"

I think wall jumping is bugged, you can climb vertical walls just by swiping the mouse left and right and spamming jump.

Sorry, I did a poor job explaining how to play the game.
I updated the description, please play read it, and try playing again.
Let me know if that helped.

Tbh, I don't know why picking up is click pad and other things are "interact".