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FreezePeachStudios

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A member registered May 24, 2024 · View creator page →

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I think this has to do with how aiming is carried out. The pivot point of the player is the head, which looks at the cursor. The gun is offset by like 20 pixels. So depending on your direction of aiming, the bullets fall outside of the cursor. I do not have an idea on how to fix this other than by moving the pivot point to the shoulder, but this looks unnatural.

I hope so!

This tutorial covers the inertia based movement I mentioned previously, as well as being an all around solid tutorial.

Thanks man I appreciate the feedback.  If you use Godot by any chance there is a motion smoothing function move_toward(current,target,delta) Where current is your current velocity, target is your target velocity, and delta is the change in velocity. Usually delta is some fraction of the movement speed, this gives the player the feeling of inertia. I do not know how this would be implemented in Unity or Unreal, but I would just google "<game engine> add player inertia" for more information.

Well... I was going for a top-down view of the recon droids from Star Wars, but when they started looking like roombas I leaned into it and used a vacuum cleaner sound for their idle state. Lol

You’re correct. There wasn’t enough time to implement. We’re considering continuing work on this project. 

So, the original idea was to implement health and ammo regen at that point. So you could “retreat” through the facility to that point, at the expense of having to fight to regain territory. In the end we couldn’t implement health and ammo regen so it remains an artifact of what we were aiming at. 

Here is my team's game: https://itch.io/jam/gamedevtv-jam-2024/rate/2748517

I will take a look at yours after work!

https://itch.io/jam/gamedevtv-jam-2024/rate/2748517

Oh geez

Hi All,

After 3 weeks of learning the Godot Engine, we entered our first game jam and managed to put together a half-decent prototype of a game we are now thinking of expanding on. I wanted to reach out here and try and get a little feedback outside of the game jam community forum to ask how we can make it better. Specifically, if you have knowledge in Godot, can you direct us towards any instructional material that could help us implement some of these mechanics? I have marked a few in bold below to denote that we do not have a definitive solution worked out for implementation of these mechanics.

Here is the link to the game page.

https://freezepeachstudios.itch.io/salvation

We are aware of a few issues we want to address, as well as mechanics we did not have time to implement properly.

Mechanics cut for time:

  • Ammo - Limited ammo pool that can be replenished at supply crates
  • Health - Either
  • Particle effects for player/enemy hit
  • Proper UI
  • Proper game over scene
  • No score tracking

Known issues:

  • Player sticks to the wall
  • Player hit sound isn't punchy enough
  • Enemy pathing algorithm is basic and leads to a conga-line effect.

Hi,

Please take a look at my game when you have a chance. 

https://itch.io/jam/gamedevtv-jam-2024/topic/3809168/our-first-ever-game-salvati...

Please provide constructive feedback by commenting. We are new game dev's and we want to learn how to improve upon our game!

Not currently. This was a game jam submission and we didn’t have time to get to it. We are exploring the possibility of continuing development on this project. 

HAH

Ahh yes, I wanted the sprint to be directional so you couldn't backpedal at ludicrous speeds. I am not great at trig though, so I need to mess with my sprint check function a bit more. There was an audio cue on player damage (zap sound effect) but I find it to be a little too drowned out by the gunfire and idle noises.

Patch was just pushed.

Thank you, adding that was the moment we knew this game had legs.

Wow. The amount of content and the whole game is just cohesive and well executed. Its like a super lightweight mechabellum. I would love to play this in MP with friends. 5* in all categories except story. But amazing game overall.

Thank you for the feedback. We had a little issue with scope creep and we 100% intended to have item pickups (health/ammo) as well as a limited ammo pool obviously with our original scope of the game. We ran into a severe bug on days 6, 7, and 8 where none of our collisions were working correctly and we couldn’t fix them no matter what. I managed to figure out on day 8 that our instantiated enemies were loading from an older scene, where the collision layer/mask was set to default 1 , 1. Had we not encountered this we would have been able to finish item pickups and possibly some particle effects. 

Hi Aston,


We are currently working on a fix and will push and update whenever it is ready. 

Thank you for your rating! We are working on a hot fix!

Thank you for the rating and the feedback!  We are currently trying to fix the aiming bug. 

Is that unity? It looks like a fun take on the theme! I love seeing what everyone has done with incorporating the theme into the game. It lets me see how others think outside the box. 

Here is a link to the forum page for my team’s submission. 

https://itch.io/jam/gamedevtv-jam-2024/topic/3809168/our-first-ever-game-salvation-2d-top-down-endless-shooter


Please let us know what you think. We are new to game dev (~3 weeks experience for both of us) and want all the feedback we can get!

Yeah the pathfinding was easy to setup but difficult to tweak. We want to work on that in the future.

Yeah, it really helped to play the game frequently to help come up with ideas to improve it.

Hey man it's all good. Sometimes life gets the best of us. Just regroup and try your hand at another jam.

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Wow looks great! How did you handle version control with such a large team? We struggled working synchronously with just two of us. Did you learn anything helpful you can share about working on the same project at the same time? 

Thanks! We got to a point where it felt awkward to know that the enemies were around a corner and able to anticipate shooting them. We added the idle sound so you can hear them approaching, but you do not necessarily know from what direction. If we continue working on this we eventually want to de-linearize the map so that there are more attacks from unexpected directions.

Very cool, had fun playing.

Cool mechanics and interesting idea!

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Hello all. We would just like to thank everybody for participating in this game jam. We are looking at submissions at work and are so impressed and it only furthers our motivation to continue to develop our skills so we can make games as good as the ones I have seen so far.

This was the first game my friend and I ever worked on together, and we couldn't be happier with how it turned out. Through all the spaghetti code, debugging, and long nights, we are thrilled that this jam gave us the opportunity to be pressed into finishing a game that we can uniquely call our own, no matter how scuffed it may be. 

We learned a lot that we have not been able to address via tutorials alone, such as the fog of war mechanic we implemented. We look forward to continuing our game dev journey, wherever it may take us.

- Freeze Peach Studios

Check out our entry, Salvation, here! Throw us a review and leave a comment telling us how we did, and what we could potentially improve upon or implement!

https://freezepeachstudios.itch.io/salvation