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Greg

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A member registered May 11, 2022 · View creator page →

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Thanks a lot for the detailed feedback Silence! I've been working on an update the last few days which should resolve some of the issues in your list already. :)

1) I wasn't aware that the cutscene at the beginning was in the way. I figured it would be a good way to remind the player of what the game is about, and they can skip it if they already know, kind of like a lot of games do it, but maybe I'm thinking of older games which used to do that before the title screen. I have to consider if it's still something newer games do. I'll think about that one.

2) I agree that the hover colors don't quite match, though I don't agree about the disabled button. I think because it's not "colorful" and also because it doesn't have a hover effect, the continue button should be fine the way it is. In fact, even if the player were to click on it, nothing happens, which should tell the user that it's not clickable. :) I'll add the hover colors of the title screen buttons to the TODO list though. It would be better to have matching hover colors to the starting button colors (something like a lighter version of each color).

3) Since you used a save file, I assume you downloaded the game. It's strange to me that the dropdown didn't give you any resolution options. I used a built-in Unity functionality to show the possible resolution options based on what's available, and it works for me, so I'm not entirely sure how I can go about fixing this. I can take a look at it though and see if there's a better solution.

4) This is a good one. I've been using this dialogue system for a couple games now and no one brought something like this up. I'll make sure to make some kind of change to the name to make it more obvious which part is spoken and which part is just information.

5) This one was resolved in my latest fixes, which I will upload later today. I automatically sort the cards in alphabetical order now, so it's a lot easier to find the card you need based on the name. In the future I'll consider adding some other filter options like rarity.

6) I'll add this to the TODO list. You're right, the only thing the player really cares about when opening new booster packs is if there are any new cards. Maybe I can sort them by new cards first, then older cards.

7) This is something that's on my list already. I plan on making it more obvious when it's recess time and when school's out, so it's more obvious to the player when the day is starting or is over.

8) Since you played to the end, I guess you actually got to the end of their dialogues. After you've interacted with a character long enough, eventually their lines loop, because they have to say something anyway. I can consider adding some kind of randomness to the dialogue at the end, but either way the player will just skip it if they already got to the end of a character's dialogue, so I'm not sure how much sense it makes. I think the character that has the most unique dialogue and the most to say is Gossip Kid. Apple and Orange kids also have connected dialogue based on what you gave the other kid, since they're rivals. Bully Kid also has his own unique mechanic based on the answers you give him. So I tried to give the characters some level of variety, but I could only get so far within the bootcamp's timeline.

9) Thanks a lot for the bug report! Yeah I also noticed some crashes sometimes, but I need to dig deeper to figure out what the issue is there. With your information I can maybe figure it out more easily.

10) I never figured anyone would ever continue playing after beating the game, so I just added an arbitrary cap to the purchases to avoid bugs, but maybe it's not necessary. :P I'll remove it.

Thanks again for all your feedback and for enjoying the game! I'll keep putting in the work to make it a lot more fun and engaging!

Interesting... I'm glad I somehow got through it in one piece despite not really knowing what I was doing. :D

Thanks a lot for the feedback Raul! I'm glad you got the Earthbound easter egg. :) I'll take a look at the bugs...

I also had some ideas planned for your extra cards that you want to get rid of. I'll let you guys know when I have an update for the game and you can try it out!

I'll have to take a look at the dialogue skipping and continuing. It seems like click isn't the way to go, but rather pressing E.

It's interesting that you want to change the AI art for the "charming" art! :) But I guess that makes sense. It makes the whole game more cohesive. I was just trying to save time with the AI art anyway, so it might make sense to take my time and polish the art in general over time.

Upgrading your store was something I considered, but what kind of upgrades would you expect? I guess I could come back to this after I add more gameplay options, like reselling cards and other ideas I want to add to the game.

The bully has one correct answer out of the four every time he shows up. If you can get all the right answers eventually, he might stop cramping your style. ;)

The haggle was also mentioned by someone else. I'll definitely add some feedback to it. Some level of juiciness is missing there.

The playground was added specifically for that purpose. I wanted to add the characters in there and make it possible to talk to them and even do stuff for them like quests to get some rewards, like cards or money. I of course could've just left it out and make it possible to change to the Neon shop scene directly, but I thought I would add it in for the future.

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I also had an issue with the controls, like everyone else stated. :) I would have been ok with either WASD movement or maybe movement where the character always faces the mouse pointer, but rotating based on the mouse was a bit awkward.

I also tried with the controller, but it was just as awkward, if not more difficult to control.

I loved the music and overall theme of the game. I happen to be a huge fan of the Thief games, which this game might have some inspiration from I would say. ;)

I didn't quite understand how far the guards could see... I'm ok with not having clear cones of vision, but at least some indicator of how hidden I currently am would be good.

I think it's amazing that you found the time to make a tutorial within the bootcamp's timeline! You're definitely much more advanced than me at least. :D

Can't wait to see what you make of this.

I enjoyed the game! The visuals are great and I loved the fact that I could hear the enemies coming.

I found a glitchy corner of the map where I half fell through the wall and could jump in and out of that to avoid damage. Also, when I was in the wall, the enemies would stop chasing me. One downside to it was that the timer didn't stop, so the enemies would just keep piling up if I spent too much time in the wall. :P

I look forward to seeing what this becomes in the future! Seems like an interesting start to a story.

It's crazy the level of polish in this game! I know it's mainly AI art, but it's all cohesive as well.

I also noticed the typo in the title like someone else metioned. Also, the image on the title screen was kind of blurry for me.

I didn't really understand the rules to this game, despite being a big card game fan. I couldn't place the cards where I wanted. I somehow figured out some cards can only be placed in the front row and some only in the back, but maybe a tutorial would be nice here.

In the future it would also be great if you could customize your deck, instead of only taking a finished one from a list.

This game has a lot of atmosphere! I love the calm music and the cute graphics. It's a little weird to see tribal-looking characters in a modern farm setting though. :P

I was a bit confused at first at what I was supposed to do. I don't think for me it was intuitive to drag-and-drop the characters to move them. I was expecting to click on a unit to select them and then give them an order, like go cultivate this. Dragging them one space at a time is a bit awkward. Maybe you can make it so they are selected, then you choose a direction to move them with the arrow keys or something like that. WASD is taken for the camera, so I guess arrow keys could work. Or maybe just make it so you click the space to move to after selecting them.

 Also, I was a bit confused to get a Game Over screen when I clearly created a lot of crops and traded with the other tribe. Is there something I'm missing?

I actually don't like Vampire Survivor or other such games, but I enjoyed the music and pixel art of this one. :)

I beat it on my first try and I felt it was a bit easy. I just walked around in circles and gathered enough orcs in one place to cut them down all at once, which generated plenty of potions in one spot to heal me back up instantly.

I also felt the movement speed was a bit slow.

Controller support would be awesome with this sort of game. Maybe left stick is movement and right stick is direction (maybe with some kind of indicator, since you don't really see which way the character is facing). Then some button to attack.

I got the confession the first try! ;)

Thanks for making this simple yet pretty polished game Muz! Interpreted the music tempo to be an indicator of the suspect about to call his lawyer, so I always switched to Good Cop when the tempo started going faster, then back to Bad Cop when it was slow again and it made sense.

I can't wait to see what else you do with the mechanics in the future!

This is a fun little game! :) I loved the sound effects, but yeah, like the others, I didn't quite get the skeleton death sound. I figured out later after a few listens that it's supposed to be the skeleton's voice and not the wizards voice or some random voice. Not sure how to improve that, but the idea of randomizing their death lines you mentioned before is a good one I think.

Another thing you could probably implement is making the fireball spell light up the area, so you see it hit the skeleton you cast it on.

Also, you mentioned before that you tested this with the controller. I tried it with my XBOX One controller and couldn't fire any fireballs with any button. I ended up moving with the controller stick and firing with Space. :D

Thank you very much for the extensive feedback! I really appreciate it! A lot of the issues you brought up I already had in mind to fix in the future (as you said, you only have so much time in this particular bootcamp), but there were a few ideas in there that I can definitely add to the list of improvements, like buying cards from kids. I thought of doing "quests" for them on the playground scene, or maybe trading cards with them, but I didn't think of just straight up buying the cards they have to offer.

Also, the ultimate goal of the game is to pay back the loan shark kid. There's a countdown for when you have to help your mom with the rent. In a way, the losing condition is not being able to help mom with the rent, while the win condition is paying back the loan. I admit, I didn't have enough time to add more information for the player, so I rushed it, but I'll get there eventually. :)

Also, I did the art myself with very little time, so I agree that it's not that great (I'm but a simple programmer). The art on the cards is AI art, so that's why it's leagues better than my own, but it has it's own style and of course strange little quirks and mistakes that AI tends to do. But quirks are ok for fictional creatures in the card game, so I was fine with it. But I wouldn't use AI for the characters. My current plan is to just iterate on the art myself until I get it to an acceptable level.

Oh, that's definitely not supposed to happen... Did you play the web version or the download version? I'm definitely glad you enjoyed the game. :) I'm going to continue working on this one until I feel it's ready for Steam.

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Not exactly sure which enemy you mean, but I definitely tried to stay as far away from the zombies as I could. So if there was one sniffing me out, he probably wouldn't have smelled me. :D

I was also very patient. as there is no timer or anything, so no hurry to get to the other side.

Or maybe I just got lucky and just happened to play it as was needed. I'd have to play again to see if I can do it a second time. :) Maybe in the next build I'll try it out and give you some feedback.

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Thanks for the feedback! Yeah the main issue there is when I was working on the game I had only one card of every rarity as test cards, so a total of 5 cards. So as I tested it, it felt balanced to me. Then later on I realized that adding more cards would upset the balance, since you have less and less chance to have the cards the kids want, so I just raised the prices of the cards in total, so you get a lot more if you happen to sell a card.

But yeah in the long run I plan on changing how the kids ask for cards, and also adding more systems for selling cards in case no kid wants the ones you have.

Cool start for your game! Can't wait to see where this goes, since I love Mega Man games, especially the Mega Man X series. :)

I love stealth games, so this one was definitely a lot of fun to play! I beat it in the first try without getting caught once. ;) The trick seems to be to turn off your flashlight and never turn it back on again. :D At least I felt it was unnecessary, since I could still make out where I was going and where the zombies were even in the dark. Maybe you can somehow add some level of difficulty for us steath nerds (although it seems a lot of people in the comments had difficulty, so maybe it was just me...)

I also LOVE that you had controller support! I played it with my XBOX One controller and it worked great! I'm looking forward to seeing what this becomes in the future!

I love how polished this looks! You did a great job with the juiciness of the game. The effects are top-notch and the sound effects fit perfectly. The music also keeps speeding up, which makes the player more and more nervous I would say. :D

Not really sure what else to write that hasn't already been written by others. Keep it up and nice work!

Loved the game, but as you know, I've seen some of it before. :)

Here's my score (I should've taken more money from those NPCs...):


Loved the game concept before as I mentioned in Discord, but now that I've played it I enjoyed it more than I expected! :) I agree with some of the other comments, for example the speed of the animations and movements could be faster, or I would also make it so you enter doors with "W" as well, like the stairs. Also items in combat would be nice, but I already read that you ran out of time for that one. ;)

I would definitely love to work on this sort of game sometime. I can imagine a UI-based game like this to be right up my alley with my skills, and the aesthetics are just a really nice bonus. Can't wait to see what you make out of this in the future.

I agree with most of the other comments here. Great atmosphere and story, but confusing objectives. I also appreciate how hard a story-driven game can be to make fun. As you can see below my comment, I also worked on a story-based game with very little gameplay. :) But definitely great that you took it all the way to this point and published it!

Pretty fun game! Did you make all those assets yourself? I only had an issue with the main character stuttering (I saw some of the other comments mentioned it too). It's the only thing that was a bit weird. Also the game seemed a bit easy for me, but maybe I didn't play it far enough to get to the hard part. :)

Loved the game! Simple and sweet. My only gripe with it would be WASD controls, or maybe even controller support, since it only requires movement and nothing else, so I assume it should be easy to set up (it is in Unity anyway, not sure what you used here).

Thanks for the feedback! Yes I got the saving working in the downloaded version.

I agree about the skipping dialogue option. I feel like some people who play just want to skip the dialogue in general and just want the gameplay, so making it somehow more skippable seems like a good idea. Also people told me to at least sort the cards alphabetically so they can find their cards a lot better. But yeah sorting functions could be nice as well.

Thanks @Lawlessssor! I'll keep the group updated as I work further on the game. 👍

Thanks a lot for the feedback! Yeah, we also wished we could do more with the map. We had so many ideas, but so little time to implement them. In case we decide to do a full release of this game, we would add a more dynamic approach, like Slay the Spire.

I'm glad you were able to figure out the battle gameplay! We also wondered if it would be too complicated, but we had fun making it and playing it too, so we left it in like it was.

Thanks!

Here's our game, in case anyone wants to try it. :) It was fun to make. We were a team of 2 devs, 1 2D Artist, and one writer. ;)

https://jzagorac.itch.io/wegotthegroove

Awesome game! Gave me strong Undertale vibes, which I guess you were going for. :) Really well done!

Great game! The default setting is kind of loud, but aside from that I don't know what else to comment on. I love the art style for sure. :)

This is a great game! I love these kinds of games. One bug I found was getting stuck in the Shop Close screen and not being able to continue playing, only moving around and switching screens. :)

Hey! You copied our idea! Nice 3D adaptation of our game! :D

https://itch.io/jam/pirate/rate/2492222

Awesome game! I also expected Aife to grow up, as mentioned below. The levels were pretty short, but I guess that's just because of the limited Game Jam time. I look forward to seeing a future version of this game! :)

Nice game! Love the aesthetics and music. At first I didn't know you could jump in mid-air, so I just jumped and waited to land to jump again, then I realized I had to jump 50 times, so I just kept pressing space to realize I could fly, haha.

Would be nice to be able to do something in the 3D world, or at least see the other villagers in 3D. :)

Loved the art style, animations, and music! The ladder mechanics were a little weird, but all-in-all a nice little puzzle game. I hope I get to find out more about the main character in the next Game Jam. :D

Love the game! Short and sweet! I hope Rick and Tim play it to see their reactions! :D

Yeah sure, why not? :D

Hey nice level! I recognized the graphics. :) Maybe you could try to add something to the game to give the player incentive to listen to the journal entry? As it is now, you can just ignore it and play the game. :D

I recognize the Unity template. It's a good tutorial for learning 2D platformer development. :) Fun level! Maybe you can try to improve the original template with better controls, or add settings for the sound/music. :D

Ah ok, I tried it before going into the other dimension and it didn't work, but I guess when the game "actually" starts, you gain the ability to sprint maybe. :)