really strong visual style, camera felt a bit too much but i got used to it. great work!
gamesbyguava
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yeah, the frequency system tracks specific landmarks within approximately 500m of the player's current location. higher percentage means you are closer to the landmark in question
the game has a total of three areas from A to C. in each area exists a door to the main tower that will not open until you find and successfully chain all 5 sub towers in an area without running out of time. once done, enter the main door, shoot the big tower, and proceed to the next area
in addition, there are various upgrades scattered about that you'll need to progress, eg: some doors only open when you shoot them with a specific weapon
hope this helps!
edit: oh, yeah; some upgrades are tied to specific areas. if you didn't get any results, try tracking in a different area
it's a pretty basic game in execution; but i commend you entirely for submitting a multiplayer game to the jam!
my main critique is that the car slows down automatically when turning; you lose a lot of your momentum which makes obtaining a high speed feel really difficult.
i did encounter a bug in singleplayer where if you select a new track after finishing it keeps the lap count from the previous race.
thank you for playing!
i will ask, did the frequency system help at all? the intention is to route out a quick way to the sub-towers in each area before starting the terminal. i feel like we didn't put enough emphasis on that being the central mechanic
then again, a lack of proper map and samey geometry can be frustrating; god knows i got lost waaay too many times playtesting.
thanks for playing!
yeah, i get that. we were going to do a proper tutorial but we were cutting it close; most of the instructions got dumped into the notes tab.
it is a pretty long game! going as fast as we could, we were able to beat it in around 30 minutes start to finish but that time is obviously going to go up exponentially for other people since we pretty much know our way around the game. we built the game around this loop, rewarding exploration and memorization
if you do play more, please let me know! and if you streamed it, i'd love to see!
thanks for reaching out!
sorry to hear that you weren't able to play, i'm assuming that there was a connection issue?
if so, the only thing i think i could do is add in UPnP support to make the port forwarding process smoother; i was going to add it as a post jam update but any uploads are currently restricted for now until the jam period is over. i'll try to add it in when i can!
if this somehow isn't a networking error, let me know and i'll do my best to fix it
thanks for playing my game!
i was never too worried about the reach this game would get, it's more of a silly experiment to test out multiplayer. i do appreciate the thought that the premise was unique; easily the hardest thing about the project was coming up with a neat concept lol
regard your ouija board question, that was indeed the intended way, although i understand if it doesn't necessarily feel like it flows well in the final gameplay. initially, there would have been more unique monsters your other friends could play as so the communication wouldn't have felt as frustrating (there would have been a mummy character that couldn't see very well but could traverse areas the others couldn't); sadly scope creep left them out of the final cut
also incredibly sorry for any bugs you may have encountered! the actual peer synchronization proved to be a bit tougher than i thought it would have been to implement, which is where most of the bugs i found stemmed from. i was really cutting it close regarding the deadline, so it's not up to my standards of polish. a bit of a shame really, but i'm not losing sleep over it.
i'll be sure to check out your game aswell! i've been rather busy so i haven't had the time to check out the other jam entries
once again, thanks for playing and reaching out! means a lot to me!
heya, i joined this jam as an opportunity to make my first actual game, consider checking it out! this jam was a lot of fun and i'm happy to have participated in it! :)
https://soldier-sorrowful.itch.io/high-stakes
(Edit 10/14/20: i've encountered a couple bugs upon letting another person test the game; they should be fixed by either tonight or tomorrow)
i had a similar idea regarding card games with the bosses, but i neither have the time nor ideas to fully develop it
i'd say my entry is more action oriented; i'm basing the core gameplay heavily on the sega genesis game bonanza bros. if you're unfamiliar, it's a game where you play as a thief who steals various treasures from various places under a certain amount of time. i've always wanted to see how well the game would scale to a 3d environment. how i've got it planned out is that you start off with a limited amount of ammo that doesn't replenish throughout the run. you can't kill enemies, but you can stun them for a bit, making the collection process ever so easier. at the end of the game, you'll receive a time bonus depending on how much ammo you had left, so there's a strategic element to ammo conservation if you wanna make certain levels easier/get a better time.
i've had plot stuff in the back of my mind, as i'd like to flesh out the game after the jam period, although i'm uncertain if it'll happen.
i like what you're planning with your entry though, would love to see where it goes. as for any sort of recommendations, maybe you could add a stealth mechanic to the game? you could get extra information by eavesdropping, access secret rooms, etc
cheers
looks sick dude, really nice stuff! i'm interested to see how the gameplay'll be
i'm usin this famicase as a theme aswell. i've got a good bit done on my entry, although i'm uncertain if i'll be able to get it out in time, haha. most of the work ive done on my entry has been a learning experience, so i'm still confused on a few things
nonetheless, i'm looking forward to seeing the final product! :)
I tried everything you said above, but the tileset still doesn't display right. My settings seem to be the same as yours. I found a temporary fix where you set the objects viewport shading to rendered. It displays correctly, but the grid is disabled and editing is a bit slow.
I'm not really sure what the problem is.
Thanks for the help!
Whenever I try to create something using Sprytile, it displays an orange color instead of the tileset I'm using.
However, if I render it, the tileset shows up like normal.
I'm still learning the ins and outs of Blender, so it may just be a problem on how I set it up. Any help would be greatly appreciated!