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EtherPenguin

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A member registered Jan 22, 2022 · View creator page →

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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

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Loved the whole style of the game. I really liked the main telekinesis gimmick, it's easy to see how that could lead to a lot of interesting puzzle-solving in a longer game. Played twice to get both endings, I caught the music reference in the bad ending credits to your game last year! Good stuff

Simply the best title screen. Being able to get a feel for the controls before the game even begins is just perfect. 

I'm interested to see what shop abilities you come up with and how they fit in with the rest of the gameplay.

Glad you're doing devlogs again, I enjoyed watching your videos last year. Seeing the wiimote in action with your game is a thing of beauty

Congratulations on getting first!! Loved the story and art style, your game is awesome!

Awe, thank you! I would absolutely love to team up again for a future project. I hope you start feeling better soon and recover quickly from your illness. You're the best!!

This game's dripping with style. Hitting enemies feels so crunchy!

Loved it! The writing's great and the concept is a really creative direction. Did not expect something like this at all and you pulled it off perfectly.

Just letting anyone know, I posted a dev log about development as a sort of post-mortem and showing off cut content including alt-outfits for anyone interested in that kind of thing.

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:

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Thanks! The starting idea of combat was ATB meets Real Time With Pause, I don't know if it really came together but hopefully it's a cool proof of concept for a battle system

This is some great writing! Love the genre diversity to come out of this jam. I got the Alone in the Lovebot Shop ending lol. Definitely want to go back and see how different the other paths are. It'll be fun to see what Kyle picks in the stream.

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. 

Thank you! Xenoblade was definitely one of the main influences.

Oh my goodness, that's hilarious! Thanks for playing, glad you liked it

Version 1.2 is uploaded now. This should fix every major bug and has the game in full screen. Use alt + enter to toggle back to windowed mode.

Thank you!! I hope you were able to finish the game and didn't encounter the bigger bugs. I wish I could've added more stuff to do in the main field area, but I'm glad you enjoyed it regardless!

Warning: In the current build, doing the Dark Schippie Dues event locks you out of interacting with the final boss somehow. Also, you can get stuck in a do loop if a party member dies. I promise to get a new version out tomorrow that corrects both these issues and allows for fullscreen switching.

Alrighty, 1.1 is available. There is an issue with screen tearing. Vsync is enabled and doesn't appear in the Unity editor, only in the standalone build. I have no idea how to fix this, unfortunately.

The current version has a number of bugs including a cutscene getting skipped after fighting Schippie. A version 1.1 will be uploaded soon that fixes a lot of stuff.

Those are cute designs! I like how you're really leaning into the 80s seaside town with the outfits. Averagmus looks like a fusion of Mega Man and Shinji Ikari, it's a good look!

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.


Alright, I sent you a friend request on the discord! We can DM there since it's apparently not possible to message people on itch.

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. 

That looks really cool! I'm making a Charlene game too, your model looks a lot better than mine lol! Good luck with your project, I'm excited to see the direction it takes.

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!

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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.

Oh wow, I made so few posts there I'm surprised to be recognized. That is me! Trying to get back in the habit of game dev.

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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)