Yes, I have had this experience as well sometimes running into obscure engine bugs I have to work around. It does happen less in UE5 than UE4 from my experience but it can be difficult to track down if the logs don't have much info and a quick AI chat/search query cannot find. My best advice for that is to build early and often. I make sure to test a packaged build at the end of every major feature I add or at least once a week while working on my projects. At least then I have an idea of what I could have done that led to the packaged build error.
GameSalutes
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You can create a "Windows" Shipping Build package which outputs the "Windows" folder you mentioned. You can then just zip that up and upload to your Itch project if it is less than 1 GB (Single file size limit by default on Itch). Be sure to change the Upload to "Executable" and check the "Windows" box so that it displays correctly on your page and will automatically install for those using the Itch app launcher.
Very ambitious take on the theme with all the different camera work required. I liked the tutorial/onboarding section. Maybe it is just me, but I had difficulty reading some of the letters for the controls in the font used and wasn't sure what keys some of them were. Having a reference for the controls in the pause menu or the game page would be helpful as well.
Thanks for the feedback! Yeah, didn't have time to optimize or add an options menu but was afraid even with the small world that it would strain some machines due to UE5's beast-mode lighting model. Initially had planned for other mechanics such as catapults to launch Krumbles but ran out of time and had to cut scope so leaned a bit too much into the balls as the a bit too "gamey" way of getting past enemies. The hard to control aspect is probably due to the collider being a capsule and being a bit out of sync with the general shape of Krumbles himself. There's really only two strategies - classic fight or flight.
I really liked the theme - it made me hungry: going to go eat some bread now! But seriously, very nice art style that fits the theme. The music was very catching and now I am humming it. Couple of things I noticed - it seemed hard to kill enemies and was difficult to know if I was doing damage. I think making your own character and enemies flash when hit would be a nice touch to know when you are being hit along with hit sound effects - similar to classic Legend of Zelda. You probably have these things planned but just ran out of time like the rest of us, but overall think this game has some legs.
Doesn't work in the Itch app as the Install drop down is blank, but I think there is a simple fix as I ran into the same issue before. On your game page under "Edit Game" in the "Uploads" section. Check the boxes under your existing uploads for the systems that the app supports (probably just Windows) and then resave your page. No need to re-upload. After about 10 minutes or so, the Install location should be available for the platforms supported within the app. Doesn't seem to require a specific folder layout in the zip as for me (though using Unreal) I have a nested folder and then the main executable is in there, and Itch finds it just fine. You would think for Windows at least it could determine this automatically, but it can't.
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Thanks for playing! Lol, that sounds like a bug as the balls are supposed to collide with and kill the spiders. The massing of the enemies is due to the simplistic AI of just an aggro and combat radius and cooldown that is configurable at the actor level once the player exits the aggro box. Spiders aren't too smart so it doesn't really matter in my opinion :). AI Programming is what I enjoy most and have most experience with but wanted to focus on other aspects for this jam.
Thanks! The voices were planned from the start and made sure to prioritize and was trying to go for environmental story telling. The balls were a bit "gamey" and the initial idea was that the parents who made the cookie have a kid who made a mess on the floor but maybe the balls being a bit too glowy, although emissive materials are cool and draw the player, kind of made it too gamey. I had initial planned more mechanics like a catapult but had to cut it mid-jam as was clear I wasn't going to have time to add it.
Loved your take on the theme. Nice work with the particles in the rift dimension and the motion blur. The breathing was stressing me out - dude was hyperventilating! First time I played through I couldn't find any crystals and the second time found them no problem. Maybe make the breathing more exaggerated in the rift dimension and less so in the normal dimension to accentuate the damage being done.
This was interesting and had a lot of depth for a game jam. I shouldn't have spent all my money on cows lol. As others have mentioned it was difficult to figure out what I was hitting, but as you mentioned you planned to add a bullet projectile or line for firing. We all know first hand how hard it is to get all the features in in the jam timeframe :)
I love tank games :) I like the concept but agree the controls need some work, especially the drones. Seems the main level takes some time before encountering the first enemy. It was about 2 minutes before I found the first tank. I can tell you put a lot of work into this with the menus and the tutorial level - nice work!
I liked the idea and the pick up character mechanic, but unfortunately couldn't figure out what I was supposed to do. Read the instructions a few times but still confused. I can tell you spent a lot of time working on the menus. Tried moving characters around to different quadrants. I was initially thinking that there would be clue based on how they were dressed but couldn't figure it out :(