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DonKaiStorm

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A member registered Jan 26, 2022 · View creator page →

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I got busy with life stuff and completely forgot to play other games in the jam (my apologies for not playing yours).

I'm glad you liked the SFX and Visuals. I wanted to make sure the enemies and player stood out, so I went for the brighter and more saturated palette for them compared with the color palette for the prebuilt dungeon asset I used. 

I designed the game as wanting to be the first game I added Controller support for, so I didn't think about the Keyboard controls as much as I should've. I should've spent more time testing with the Keyboard controls in mind.

Speaking of time, the same thing applies to the weapons and their difficulty. I should've played around with a more dynamic system of detecting the current weapons strength and scaling the difficulty based on that. My intention was for players to sacrifice strong weapons by picking up mod chips that have weaker stats but restore a small bit of health, but that didn't work out too well.

I'm glad you enjoyed the game, my apologies for not playing yours (or any of the other games for that matter) during the voting period.

I did not consider having different planet classes. Could be an interesting idea to use going forward.

Really nice game. A satisfying experience (especially when getting combos), fits the space theme in a different way than I would have thought, and it's all a polished package. Great work!

This game is a great little game. It fits the theme very well in terms of both gameplay and the aesthetic, the gameplay is short yet simple and polished. Not to mention the cat aesthetic will bring anyone in because...cats.

All 5 stars from me.

I will admit, the feedback aspect of the game did feel a bit off, but I got busy with work and being sick the last week to add more of that in the game. I think adding a damage sound or making the character flash instead of becoming slightly faded would've been a better call.

Glad you enjoyed it. One thing I would recommend if the game is slow with the many lives being available is changing the number of lives (I just remembered I left the starting number at 34 to test something). You can click the left/right arrows to the side of the lives count to decrease/increase the amount of lives respectively. Hope this helps!

The theme was "pressure", so I was hoping that the timer on the ball spawning and the moving spawn hole would apply "pressure" on the player to make a decision on when to spawn a ball.  I wanted to convey as much of the upgrade in the sprite to save on development time, but a description system to clearly list upgrades would be better, 100%. And yeah, the balls overflowing from the top was something I didn't account for. I never thought to spam the button in the endgame to see what would happen. Glad you enjoyed it!

Yeah, that was something I should've fixed before release. It only updates when you click the arrows, not when a ball lands. Glad you enjoyed it.

I was a bit out of touch with Unity and C# in general, so this was mainly used to get me back into the swing of things.  I wanted to add an attack to the game aside from jumping on boxes, but I didn't have enough time to debug it and get it resolved. Perhaps that and powerups could be something I add to another endless runner.

I kinda of wish it went even further than 311. However, the goal at this point is to get so many customers that the production can't keep up with demand, and then pick back and forth between those.

I absolutely love the game. The panic to keep the jam from reach 100%, all while trying to exploit it for your own gain is exciting. I would love to hear SFX for this jamming chaos, but it's a 5 in every other category for me. I would love to see this expanded upon in the future. Perhaps in another game jam where you expand / finish previous projects.

Hi. I just sent an request for the project files as well. Hopefully for my submission I figure out a way to compress the files small enough to not require the Gdrive request form for future days.

I just downloaded it to give it a try, and I went up the ramp and the game was just like..."physics, what's that?...oh, forget physics." Nice aesthetic tho, and I'm really interested in giving this a shot for Day 4.

Welp, I'm not going to have a submission to Day 3. I hope the Family Tree project survives because I really want to work on it for Day 4 (along with selecting another project or 2 since I have more time for the end of tomorrow and the whole day Friday), but the dice will fall where they may. I wish you all the best of luck on your Day 3 endeavors, and I will be back for Day 4!

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I like it a lot. It has great potential. I could see it becoming more than parkour, such as using abilities to destroy / move obstacles. I'm also doing this for day 2 (and by doing, I mean already done). It's not much, but I don't have a whole lot of time to dev for this jam anyways, so I add what I can.

I also got my Day 2 Project done, which is kinda why I'm sad that I only get 4 hours MAX to work on something before going to bed. Thankfully, I have the 28th off, so that day will be my biggest chance to make additions to existing projects.

Hey - Here's my link to Pegotic (Day 1 Project) - https://donkaistorm.itch.io/pegotic

So would I. Maybe someone will continue it for Day 2. Glad to see you enjoyed it!

Thanks!

Hey guys. I'm going to head to bed, but my submission Pegotic is currently available to download the source code and is also playable in the browser. So be sure to check it out!

IDK, but I started mine at 6:00 EST (which was roughly 3 1/2 hours ago and when the submission period first started). I gotta build mine, and then submit it. I'll give both a playable and a source code in my submission so people can play before they decide to add. It kinda sucks that I gotta go to bed right after I get the submission in, since I go to work and come back right as the first day ends tomorrow.

Also, what Unity versions are people planning on using? I'm using 2022.3.5f1, but I know others will use different versions. It'd be helpful to also probably at least say what Unity version you are using in the project itself to decrease the odds of broken projects and other bugs related to differing versions.

UNITY FTW!!! I guess you can say we...see sharp.

Okay. Cool. For a second, I was about to be like "Well, I have two conflicting answers...so which is it?"

Is it okay to have multiple submissions on each day, or are we limited to one submission each day?

For example, suppose on Day 2 I see 3 different games that we want to add features to. Would I have to choose only one of them to make a submission for, or would could I do multiple submissions for that day? The same rule would apply to the other days, so long as I avoid a game that I've done from a previous day (i.e I can't do someone else's Day 2 interpretation of a Day 1 game I chose for Day 3).

Interesting concept, a tower defense and tower offense game. Thumbs up, my friend. 

Okay, so I messed around in the pre-game lobby, and I found out that with keyboard controls, the left-click activates the Active Reload, which is also shoot on keyboard & mouse. However, when I try and use R2 (which is shoot) to activate the Active Reload, it doesn't work. My guess is that this is a bug, since based on the keyboard controls, shoot is intended to work well with this.

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What is the button on the Active Reload mechanic in order to activate it? I played with it on my PS4 Controller, and I have not figured it out. Does it not have a controller input counterpart?

EDIT: I know it comes when you are out of ammo, my question is what button do you press when the bar is within the target area?

Yeah...the zombies have this weird super power of pushing the player thru anything. Also, try using the scroll wheel when in the abyss and looking up at the map. A trippy effect happens.

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I noticed that too, and this was after the game was already published (I was apart of the team who made it). The workaround (jank as heck) is to pause the game and then click Resume. That should set things right. It comes with the added oddity of storing any movement made until the Resume is pressed, so that means you could spam the jump button and then go flying high into the sky.


EDIT: I will say that the rooms are lackluster, but since we are in college at the same time, the development of the rooms was put to the side a bit (whoops). There are also 105 different options for the Zombie's appearance.

Did you try using left click to open the door with it? Sometimes having something in your hand also affects it. The first door should open just fine, as it requires no gold at all.

Really liked playing this game. Someone else said it reminded them a lot of Vampire Survivors, and I 100% agree. It's really fun, and I could find myself playing this for a lot longer than I have time for. You get an A rating from me. 

100% agree with that statement. I thought the lunar beam would be much more used, but when I was play testing, I would find myself ending up rapidly going around clockwise while holding L to reach the enemies further away, which essentially made it a larger Radiant Burst.

I will admit that the stat increase system and the powers weren't well balanced and tested enough, so I 100% agree with your critiques. Thanks for the B+, I appreciate it. I hope it gave you a little "radiant burst" of fun...

Yeah, I'm realizing that more and more. I guess that when I heard "two buttons", I immediately ruled out the use of the mouse. That would make the game 100% more playable. Glad you enjoyed the sound effects though.

I could've been a bit clearer on the Lunar Energy vs Health Indicator, yeah. But I'm glad you liked Radiant Burst. I pretty much always used Lunar Beam when I played to increase my kill count, since I could just spam L and then rotate my character really fast by alternating movement keys.

I'm really surprised you made it to 84. I'm glad you had a good time playing.

It would 100% be easier, yeah. I just figured that since the limitation was two buttons, that mouse was completely off the table unless you used left and right click only. This is why many devs have play testers.

And yes, the "sounds" are fun, especially when you keep holding Lunar Beam.

LUNAR BEAM, LUNAR BEAM, LUNAR BEAM. XD

Hope you had a good time playing though.