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ilias's Crafts And Toys

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A member registered Aug 30, 2021 · View creator page →

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Gameplay Tight and challenging

Hi there again! Sorry, my internet went down . I promised I would test your game again and also check out the other projects you've made before.

You mentioned some updates:

  • You fixed the bug where the collision box was disabled when switching browser tabs.
  • You added background music to the retry (play again) screen, and it loops. You also added looping music to the start screen, which I noticed.
  • The gameplay feels tight and challenging, although I'm having some issues playing with a keyboard. Is it difficult to add controller input on GDevelop? Have you tried it before?

Regarding your other games:

  • Press to Survive: You are enthousiastic with the intro cinematic andthe epic music choice. The gameplay is tight and challenging with minimalistic controls. Sometimes, simple controls paired with epic music can create a great gameplay experience.
  • Infinity Jump: If only I could convert the coins into real dollars! The gameplay is fun and amusing, though a bit easy. Are the platforms, levels, and coins generated procedurally?
  • Fatal Glitch: I watched the trailer; you're definitely going for an epic feel with retro graphics. However, the game isn't working for me; the key bindings don't seem to do anything. I think there might be a bug or glitch in the game itself.

I still have two of your games left to check and test; I'll try to do that later.

Do you have Discord or Gmail?

Nice knowing you as well, David. 

No worries, but unfortunately, I seem to have lost the spacebar for the time being . 

Yeah, having multiple key bindings can be a plus. Usually, when I'm working with the Unreal engine 4 , I do my best to include both the controller and keyboard as ways to play.

So, if I understand you correctly, the game freezing bug doesn't occur anymore? 

About Excalibur, the 2D engine, I'll try to test it in the future.

I saw one of your prototype game videos ( rotation game ) . The mechanic of having the camera rotate can open up interesting gameplay ideas. I think they have a similar yet simplistic mechanic for some mini-levels in Rayman Legends. Nothing too fancy ( complex ) gameplay-wise in their usage of the idea .

By 'VSCode,' do you mean Visual Studio? 

Yeah, sometimes in a game jam, using new techniques or tools can be time-consuming, especially if they're a bit complex and even more so if the timeframe is tight.

Thank you for taking the time to answer the questions. 

Do you have Discord or Gmail?

Thank you for your interaction , did you participate in the jam as well , what was your game ?

Sorry at the moment i can't , i'll try and test it tommorow morning , and see the iterations you made

It's almost midnight here , and i didn't get much sleep these days

Thank you! 

I did click on the follow button on your itch.io page. When I have a bit of free time, I'll be checking out your other games as well.

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That's a nice touch in GameDevlop, including an in-engine pixel editor. That way, it's much easier to produce content and iterate.

Oh, I see you have four years of experience. Interesting! Are you only a GameDevlop user, or do you try other game engines now and then?

Yeah, in survival horror games, including a multitude of gear is a plus.

Hello there, it's Ilias. 

My keyboard's spacebar is broken, so I can't advance through your game level. Unfortunately, your game doesn't support controller joysticks, so I won't be able to provide you with much insight and feedback on your game entry.

However, I could ask you questions that I usually ask others:

  • I’m curious, what game engine did you use? What other tools or technologies were essential to the development of your game?
  • For your pixel art, did you use the in-engine pixel editor, or did you work with another software?
  • When did you start your indie game development journey?
  • If you had more time—let's say a week or even a month—what would you improve in terms of art or gameplay? What would you do differently?
  • What inspired the core idea behind your game? Could you tell me more about your creative process and the motivations behind your project?
  • How did you approach balancing productivity and time constraints within the game jam timeframe? What would you do differently if given enough time?

Thank you for stopping by, and thank you for your interaction. I'm glad you liked the visuals.

I'll try to refine the gameplay and improve on it in eventual future updates. Thank you again for sharing your feedback/comment; it's much appreciated.

Thank you for your interaction and comment regarding my game's visuals, much appreciated.

Yeah, other players have suggested making the gameplay a bit easier by readjusting some hitbox collisions here and there. I'll keep that in mind for potential future updates.

Hi, it's Ilias. You tested my game and invited me to share my thoughts on your game entry.

Well, the music track on your game's opening screen is definitely inviting. You should consider looping it because it stopped, and I liked it enough that I kept listening while writing notes for insights and feedback.

Also, when you lose, you might want to add that same music track to the retry screen. I personally prefer the opening screen music over the in-game track. I think the opening track conveys adventure and challenge, whereas the in-game music feels more spooky.

The gameplay is fun and has some interesting mechanics. Mechanically, it's engaging. I like the minimalist black-and-white color scheme—it’s clever and could work well with an overall design.

At first, I thought the gameplay was a bit broken because I couldn’t shoot projectiles. After a while, I noticed that the ammo count was at zero, so I had actually run out of ammo.

I did notice a bug: if you leave the game running in the browser, switch to another tab, and then return, the hit collision doesn’t seem to work anymore—it feels like it’s disabled.

it also happens if you stay still after one hit .

[Questions]

  1. I’m curious, aside from GDevelop, what other tools did you use? For example, for your pixel art, did you use the in-engine piskel editor, or did you work with another software?
  2. When did you start your indie game development journey?
  3. If you had more time—let's say one week or even a month—what would you improve in terms of art or gameplay? What would you do differently?

Thank you, I'll keep that in mind for eventual future updates. Your feedback about a soundtrack as background audio is correct; good music can make the gameplay more enjoyable.

 I'll play your game right away and get back to you.

Yes, the gameplay definitely needs refinements. Other players found it a bit difficult.

Bullets should have been a bit limited—I'll keep that in mind for potential future updates.

Are you sure it doesn’t look like a desert?

Are you referring to the gameplay or the visuals?

Hello there, my name is Ilias.

I tested and played your game, and I found it interesting, challenging, and enjoyable. The physics-based gameplay is fun, hard, and tricky at times. Despite the choice of simplistic visuals, you managed to create an atmospheric and visually engaging experience.

I honestly enjoyed your gameplay, and frankly, playing with a joystick controller is far more engaging than with a keyboard ( and i think your game uses only controllers , no ?). 

__________________________________

At first, I thought you used Godot, but then I noticed the Unity logo.

[Questions]:

  • What inspired the core idea behind your game?
  • Could you tell me more about your creative process and the motivations behind your project?
  • What tools or technologies were essential to the development of your game, other than Unity?
  • How did you approach balancing productivity and time constraints within the game jam timeframe? And what would you do differently if given enough time?

Yeah, I tested it again, and now it seems to work. At first, I thought you only play with the red design. 

______________________

Did you finish Cuphead? It's a hard game. And did your brother thank you for your help?

______________________

Up until now, I've only used Unreal Engine. Recently, I've tried Godot, GDevelop, and Construct.

Construct was user-friendly and easily approachable. I’ve never used Aseprite or FL Studio."

Hello there, my name is Ilias.

I tried to test and play your game, but my keyboard's spacebar is not working. After a few seconds, the game was over since I couldn’t use the spacebar. 

Then the game froze (I’m not sure if it's a game-breaking bug, but I wanted to let you know anyway).

I wasn’t able to fully play your game, so I won’t be able to give proper and constructive feedback. Nevertheless, I have a few questions:

  • Is Excalibur a game engine? Is it user-friendly and easy to master?
  • What tools or technologies were essential to the development of your game?
  • How did you approach balancing productivity and time constraints within the game jam timeframe?
  • What inspired the core idea behind your game?
  • Could you tell me more about your creative process and the motivations behind your project?

Up until now, I've only used Unreal Engine. Recently, I've tried Godot, GDevelop, and Construct. Godot seems to be an interesting engine, but unfortunately, I couldn't open some 3D templates to test the engine on my computer. I'm not sure what the issue is yet.

I'll keep trying it for my next game jam.

[Question]: 

Is Procreate open source, and from your wife's experience, is it as advanced as something like Photoshop?

Hello there, my name is Ilias.

I tried to test and play your game.

I am not sure if it's my keyboard that is the problem, as it froze (it could be my machine and not your game, but I wanted to let you know anyway).

I wasn’t able to play it fully, so I won’t be able to give much feedback and insights. I noticed that you made your game with Construct. I just discovered it recently; it’s an interesting and user-friendly engine.

Questions:

  1. What was your approach to designing your art style, and how does it support your gameplay?
  2. What tools and technologies, other than Construct, did you use to develop your game, from conceptualization to level design and level art?
  3. Was it challenging to create your game within the game jam timeframe?
  4. What would you do differently if given enough time to make an even more advanced game?

Hello there, my name is Ilias. I tested and played your game. 

Questions:

  1. What was your approach to designing the art style, and what 2D software did you use for your pixel art ?
  2. What tools and technologies did you  use to develop your game, from the game mechanics and dialogue system to your level design and level art?
  3. Was it challenging to make your game within the GameJam timeframe ?
  4. What advice would you give to someone looking to start developing a game like yours?

Thanks again to everyone who played my game, gave constructive feedbacks, insights, and rated my submission.

Are you sure ? did you play it ?

Can you give some insights ans feedbacks on how to improve it ?

Hello there, my name is Ilias. 

 I tested and played your game. At first, it froze, and I had to restart my computer to be able to test it (it could be my machine and not your game, but I wanted to let you know anyway). 

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 It's quite the adventure and fortune, developing a game as husband and wife!

Questions:

  1. What was your wife's approach to designing the art style, and how does it support your gameplay?
  2. What tools and technologies did you both use to develop your game, from the intro and cinematics to your level design and level art?
  3. Was it challenging to integrate her visuals with your gameplay mechanics?
  4. As a husband and wife team, what advice would you give to someone looking to start their own indie game journey?

Thanks for the info, I'll try and check it out in the near future and see how I can support.

No worries.

You know I'm not a big fan of in-game tutorials. When playing a game, I prefer discovering aspects of the experience on my own.

I do intend to use Godot this upcoming week for another  GameJam, but unfortunately, whenever I open a 3D template, the engine crashes and greets me with a black screen.

Yeah, games without bugs aren't truly games.

Is Aseprite open source? I've never used it; I generally use Pro Motion for my pixel art.

As for me, I started my video game development journey in 2009.

Hi there , i tested and played your game

At first i though that the level is extremly large , and needed a map to progress , then i found an invisible collision to the right

I am interested in  Farming games , and i hope one day i'll make an enjoyable one

[QUESTIONS]:

What made you chose vidéo games as tour passion ?

What was your approach to designing yourgameplay ,and what tools ans softwares did you use to make your game ?

i know you used unity i used it it before , the engine and technology is interesting but i prefer The Unreal Engine

Hi there , i tested and played your game

At first i though it's a memory card game , and then i found some pixel Diamonds

i noticed that you used Godot , i never had the pleasure nor the  chance to use it in a project 

is it easy to master ?

{Questions] :

What challenges did you face during the development of tour game , and how did you overcome them?

What other tools or technologies were essential to the development of your game? did you use any other 2D software for your pixel art or does Godot engine have an in build 2d editor ?

________

Your visuals are atmospheric .

Thank you for tour insights , i am glas you liked the game ans the retro style of it

yes for the difficulty , i'll try and update it in the future builds

the Res bar us reprsenting Ressources that are kind of limites , that progress bar dosen't really change over the course of thé gameplay, at least only once

Thank you for playing my game and leaving insights ans feedbacks , i''ll try ans make sur to implment new updates in the near future

Thank you for taking the time to play it , i am glad you enjoyed it

i still haven't played yours , i'll be doing it in the two hours to come

Actually , it's not just a template , but i did start with one of Gdevlop template , and then evolved the game to it's actual state .

Thank you for your interaction  though .

Hello there , my name is ilias

I just played your game Deserted, and despite your choice of simplistic visuals, it ended up being an atmospheric and visually engaging experience.

I noticed you used Godot as your main development engine. Is the engine easy to master? I've never used it for any projects myself.

I also have a few questions:

  • What inspired the core idea behind your game?
  • Could you tell me more about your creative process and the motivations behind your project?

Yes-Discord-link-is-not-working

Hey Kezgwarn !!

Seems pretty correct for me !! Thank ou in advance for the gesture !!

Apparently, it's time-consuming for them as they are focused on developing the platform. As mentioned, with so many entries, playing/testing  out all of them and providing feedback and reviews on each, in addition to rating all of the entries, would require time.

Hi guys, 

how are you doing?

 I'll try to share my insights on the matter. 

Basically, I received the most ratings; I believe it was 29 ratings in total, in addition to over 40 comments, I think. 

Most of the feedback and comments were positive, with good interactions. 

I honestly presumed, without any second thoughts, that I was winning the first place. However, I think the Itchio rating system doesn't work like that.

One of the Biga Arcade team members (BIGA Dev ) mentioned on Discord that the participants of last year's jam wanted ratings instead of judges judging entries. 

I honestly think that it's fairer and more professional to have adequate results come from judges judging the entries. But, again, in defense of the Biga Arcade Team ratings were demanded by last year's participants, so Biga Arcade listened to last year's feedbacks and tried to improve their system.

While the idea of the ratings being rigged is understandable, I don't think it can be proved.

 If it can be proved, I suggest letting the Biga Arcade team know your point of views and demand an investigation. 

But if you want it to be investigated, it should be before the determination of the winners. 

If the winners are already selected, it wouldn't be fair to change that. It wouldn't be fair to the winners and wouldn't be fair to the competition and game jam itself .


Thank you in advance for interacting .

-Ilias.

Yes, I do understand, but opinions, especially when they are proper and well-defined, can sometimes accumulate and prove beneficial for more projects.

Hey Andrew, I am good, thank you for asking.

And thank you for answering and interacting; much appreciated. Yes, for some developers, it can be an enriching experience where we can learn new skills and improve old ones. When properly made and worked on, game jams are nice experiences.

I'll be checking that link you sent me, the game jams fan.

So then , good audience targeting is a must-have for a successful game.

________________________

If you would like to support me, rating my game would be valuable to me if you haven't already.

Thank you in advance and thank you again for answering ,

 -Ilias

Rate A Little Thing Made out Of Clay " My Third Game Jam " by ilias's Crafts And Toys for BIGA JAM V.2 - $5000 Of Prizes - itch.io

(1 edit)

Hey,

Thank you for taking the time to play my game; it's much appreciated.

I noticed that the rendering wasn't as it should have been. I found out that HTML5 has some limitations and couldn't render certain key features properly. As a result, the HTML5 version is not quite as satisfying as the Windows version. I use the Unreal Engine.

Regarding the feedback about the mouse sensitivity and the  jumps, I've read them, and I'll do my best to include fixes and polish in the improved version.

Thank you very much for commenting, interacting, and playing my game. It's a pleasure for me, much appreciated.

 Can you support my game with ratings if you haven't already?

 Thank you in advance.

-Ilias.

Hey,

Thank you for taking the time to answer the questions; it's much appreciated.

Can you tell me if GameMaker Studio 2 is hard to learn/master? Does it have a visual scripting system for non-coders?

______________________________________________________________

Note: It would mean a great deal to me if you could rate my game. If you haven't already, feedbacks from friends and fellow gamers is valuable to me. Thank you in advance for your consideration and your time.

Thanks!

Ilias.          

https://itch.io/jam/biga-jam-v2/rate/2402991