The game is so snappy and hectic, it's great! I kept being surprised by new ways the echolocation was used especially in the graveyard with the spike traps and flying tombstones with different patterns. Loved how chaotic the boss fights were and how they employed the level gimmicks. I also liked how there's no real resource management but the action is fast-paced enough and the reload time is just long enough to make me care about missing shots or mistiming a moment of a boss being open
EtherPenguin
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Thanks so much!! I'm really happy people are responding so well to the writing and especially like the white lie payoff. I'd love to do this next though maybe with a smaller game unless I have a bigger team. Your game looks sick by the way! Saw it on stream and was looking forward to playing it for myself soon.
The jam is over and I had so much fun participating, seeing everyone's progress in the discord, watching Kyle stream it all, and of course, playing everyone's awesome games!
My game didn't really come together in the way I wanted it to but I'm proud to finally have finished and released a game. Had a blast working with chvage and littlekittenbit, their work truly elevated this game and they're both wonderful and incredibly talented people. Even though the gameplay took quite the hit, I'm happy with the script I wrote and it was fun seeing all the reactions in the chat. I'm also incredibly grateful to Kyle for restarting my game when that bug occurred during the DSD fight. Still haven't been able to reproduce it or track down what happened, unfortunately. That fact it's so rare makes it an even bigger disappointment it had to happen on stream, but I'm grateful everyone was very understanding.
Later, I'm going to make a big post about cut content. For now, here's a sneak peak of that post with a look at the cut bottom of the well area:
Had a lot of fun with this one! I liked the bits of backstory and humor in the dialogue that made it still enjoyable to make the bad choices. The basic idea is really cool and it's cool to shift between Averagmus and the Gigantimus form towering over the town. It made this a fun little world to hang out in. Artstyle and color palette choices were wonderful, loved the music too. I like just chilling out in the sea cave.
Work on the game slowly continues. Littlekittenbit has joined the project as the character artist. I couldn't resist showing off their fantastic artwork. They took my rough concept sketches and are making these characters look amazing!
The dialogue system isn't fully implemented in-game, this is just a mockup for experimenting with UI placement. The final textbox will look better than this, I just wanted to get a basic idea down. I'm so happy to have littlekittenbit involved, I love their art so much. With an artist and composer, I'm starting to feel the pressure to make sure the rest of the game lives up to their quality work.
That would be amazing! I would love the help. I've been meaning to check out the discord but felt a bit shy about asking for help with the music. I'll send you a message when I have some more time to write out a lengthier response later today and we can figure things out from there. Thank you so much for your offer. And thank you for the compliments on how the game's looking. The battles I've been cooking up this last week are sort of like mini-strategy battles that'll happen seamlessly with exploration.
I watched your dev logs, your ideas sound really unique and cool! Loved seeing the robot tower over the city gate in the third video. The 80s city pop aesthetic feels inspired. You're Grandia-like game from the Bruised Egos jam is one of the games I remember most from watching the stream. I didn't know that was you.
Good luck to you and your composer!
Thanks for the responses, including from Kyle himself. I meant to reply to MeBID earlier, your post gave me some good food for thought. I've actually been skimming through last year's stream to see how different games integrated DSD.
A game without combat wasn't really an active goal of mine, I was more worried about setting up enemy AI in 3D space. After prototyping some ideas, I found implementing what I know about steering behaviors isn't really different in 3D especially combined with Unity's built-in character controller. It only took a few minutes to get an enemy smoothly chasing Charlene across slopey terrain and slow down on arrival. I do have one interesting idea for a battle system that I sort of want to explore.
I've got a small video of Charlene running around an environment I made to get a feel for the terrain tools with the enemy following. Since asset packs are okay, I'm using animations from Mixamo's free library. Charlene's run is looking cute.
Hi! This will be my first time doing a game jam. I watched the bruised ego stream last year and loved the whole concept, so I was really excited to participate this time. I have experience with Game Maker Studio and Godot, and I could make a solid pixel art game in Godot within the time given. But with a full five weeks to make a game, I wanted to challenge myself and try to make a 3D game in unity. I've been slowly figuring out Blender in the last couple of months and I felt the urge to try something in 3D.
I was interested in Charlene because of her youthful nature and role as a sidekick looking up to Gigantimus as a hero. She's a character who is young enough not to fully understand the impact of all the death and destruction around her, instead seeing a more colorful world with the robot as a superhero. I loved the irony of having this high stakes world under attack rendered as a colorful collectathon. I'm still brainstorming on game mechanics. Part of me wants a simple turn based combat system. It needs to have some combat to accommodate Dark Schippie Dues.
So, here's my first go at making a Charlene model. While I've been practicing blender, I've never made a whole human character before. She kind of has a gamecube Animal Crossing look going on right now. I didn't add the glasses and backpack yet, and I found her hair was way too difficult to match what Kyle drew for a low poly look but I gave it a shot
(UPDATED - better pic with glasses and toon shader, won't worry about the backpack just yet)