Thanks, Tom! Glad it made you chuckle. I just updated it because there was some weird bug. Hopefully it is gone. Thanks again for playin!
drw
Creator of
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Thanks for taking the time to play my game and finding issues with it! I greatly appreciate it.
So far dragging on my end seems fine. But I do know when I ran a previous build without a background on my 10 year old laptop, it lagged a little with all the effects. So I'll definitely look into it making it better.
I knew One Move with the 2 colors would be controversial. I went over 400 loops sometimes, but it is kind of a silly mode to kind of watch more than half the board match itself. It was originally how I tested for matches and decided to just make it into a game mode.
Have you tried hitting the P key while playing/looping? It is the pause button, but I'll be adding different keys as the pause button. If hitting P didn't help, I really have more testing to do!
Thanks again for playing. Let me know if there are more issues.
I honestly thought this was hilarious! JKF?? Haha good stuff! I am not sure if you're familiar with Banjo Kazooie, but this reminds me of something if Banjo Kazooie made a interrogation scene where you played as Banjo and interrogated Kazooie for stealing something. Like if they could talk, I feel like this could be them.
I feel the atmosphere is just right with the setting of the game in how it is supposed to goofy. I think the interrogator's dialogue pace may be a little slow, but I am probably not sure if that's just part of his character.
Your interpretation of using the theme as a mystery game was pretty good. I like how you used it directly without making the game feel contrived. It worked well.
Thanks man! Washing hands is just washing hands. The guy behind the bushes was going to be a part of a quest, but kind of just ended up being prop. The stuffed cat was originally a living cat, but we couldn't figure out how to animate it properly, so now he is a stuffed cat! Yeah, the character is kind of a lemming...lol.
I am currently updating it since this was done during a game jam and I wanted to add things in it to be more complete. Not sure when it will be posted since I am being really lazy right now. Cheers!
This game is pretty cool, and really well made for a month long game jam. The game reminds me of Unturned a little. The UI and audio really impressed me. It really brought me into the game. And I didn't know you can build levels of that size for a browser. Really cool you have a save system that picks off where I left off with the items I ended with. Do I really see two languages are supported? Wow!
In the game, while I didn't get too far, I ran into a problem in round 4. It was kind of dark, but not as dark as when I entered a building. I think I was running low on health or something, but when I entered the building with stairs, I pretty much couldn't see anything and was stuck in there and died an honorable death.
I also want to know, are going repost your project without it being in a zip file? I downloaded it and tried unzipping it, but I ran into extracting issues and everything breaks. Maybe I am doing something wrong, but I am not sure. I am interested in some parts of your game and want to look it. Mainly just the code part.
In the end, I had fun running around and exploring things. I tried to bring down the NPC with me while we were chatting during the nuke, but he seemed immune to the radiation, though, as I laid there dying.
This game is great. I suck, so getting to the other platforms was kind of a hassle. I really like the style and hope you continue with this game. The only thing missing would be some audio. Also maybe when you run out of energy while floating, gravity really kicks in or something silly. That's just me nitpicking. Good stuff!
Thanks for taking the time and playing! I appreciate it. The bouncy pad is my favorite skill! I was really scared about the bouncy pad because it broke an hour before the jam ended. But I mashed some random code and somehow worked in the end. I'll definitely consider the inverted mouse and sensitivity. I mainly tested/played using a gamepad, so it wasn't top priority.
Cheers!
Thanks for playing . I really appreciate it! Yeah, I agree about inverted mouse issue and the attacking being at the camera's direction instead. I really don't want to make too many excuses, but I just ran out of time to get to it. Cheers!
edit - I thought about it, and I realized attacks don't change to where the camera is facing in Dark Souls or Spyro. And those are the only third person player games I've been playing. But Dark Souls does have a target lock feature that helps, which is what I was hoping to get to at some point. Thanks again for playing!
Thanks for you input. I appreciate you taking the time to try our game. It is true that the game was not optimized in anyway, so some lag may occur from whatever it may be. There is jittering when playing because the camera isn't set up the best way. It fulfills the very basic needs of it running. I haven't been working with UE4 long enough to really profile what's going on.
As for the gameplay, we didn't really plan much of anything. We did try to make a game design doc, but there's really not much in there. We just wanted to make one for fun. We just had the idea of a pixel going from 2D to 3D and went with it. The collision of the player is not the same size as the mesh. I wasn't able to figure out this problem I had with compounding colliders, so I just ditched it. It is what it is.
Thanks for trying it out and every constructive feedback is helpful!