Sure! Though it might be more beneficial to spend the additional time polishing the first!
Kindred
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Yep. Exactly what Arrow said. Since there's no judging or ratings, it's pretty casual. If you want to sell on another platform you can always make a post here to share the link. But it can't hurt to sell in two places at once! Just more traffic for your game!
You could also upload a demo on Itch with a link to the full game, wherever that is hosted. If you have time, of course.
And the deadline is more of a guideline to keep you focused, but if you need an extra week to get your store page up or to add a demo, it's totally fine.
In Photoshop you can scale pixel art using "nearest neighbor" mode which will work. Just be sure to scale it all by 2, 3 or 4x, etc, so you don't end up with half a pixel somewhere. You can also typically scale no problem in most game engines with code or by zooming the camera in. Game Maker is pretty good at this.
Maybe I rolled a 1 on my reading comprehension today, but I didn't see anything about rules about premade assets. Typically I'd just assume they're fine with proper credit but wanted to make sure.
I can probably do my own, but I kind of want to use some Rexxard character avatars I've had laying around to save some time on a narrative-driven game.
I couldn't agree more about the mmo thing being more of a skin over a theme park tycoon. I had that thought many times during development and wanted to do a lot more but we just didn't have the time.
If we decide to work on this any further in the future I think dungeon and quest design would be the key to set it apart.
Thanks for the feedback!
Voting isn't over. You can fix game breaking bugs or minor things like forgetting to mention someone in your credits or a level that didn't load, but do not make any adjustments to gameplay, balance, polish, features, art, etc. Use the feedback and fix up your game after the jam is over.
Or! You can upload update builds with a title that warns players that its a post jam build so they understand.
If you're looking for a place to chat about the jam you should check out the discord! https://www.discord.gg/kindredgames
It's to do with the texture streaming. Unreal requires a certain amount of graphics card memory to load textures and I'm guessing you just don't have what it needs. There are ways to optimize that better as a developer, I'm sure. I just didn't take have the time to really dive into it for this since it was for a relatively short game jam. But I kind of suspected that might be a problem for some players, tbh. It's a very texture heavy game and we didn't do a whole lot of optimizing the images we used due to time constraints.
Can I ask what graphics card you have? If you know.
Sorry your experience wasn't ideal. Maybe I'll look into fixing that and if it's not too much work I'll update it.
I work on a game called Swords 'n Magic and Stuff. I'm the lead designer and creator of the game. Penguin Pub here was a game I made for a game jam we do with our community each quarter. It was made in 7 days so I didn't get time to put in things like a tutorial, but I wish I could have and I appreciate all the feedback!
Here's a link to my main project in case you're interested, It's not quite the same type of game, but it is more substantial and it DOES have a tutorial. Lol! https://store.steampowered.com/app/810040/Swords_n_Magic_and_Stuff
Thanks! The downtime is actually planned. It's there to give players time to read the penguin names, wait for better geared penguins, read their dialog and just chill out. We didn't want it to be fast paced. We had an idea for the fire to burn out over time and having to keep it going but it felt a bit too stressful for this type of game so we scrapped it.
I think more things to do during the down time would have helped though. We had plans to equip weapons and armor you earned from the adventures, but didn't have time to implement it. I think more management features would have helped.
Thanks for the feedback!
I want mooooooore! This is such a neat little concept. Very fun to play.
I loved bringing raw, unworked steel to my forge, pouring bucket after bucket of coal to heat the metal until it's ready to be worked, then hammering that steel into a masterwork quality dagger blade. I adored fitting it with a hand crafted handle, then ever-so-carefully adorning it with a rare gem, approaching the shop window, carefully preparing to present it to the customer, then watching as they grunt and moan then walk away just before I reach them.
10/10 Would waste my time crafting The Masterwork Jeweled Dagger of Kindred again!
The candle was supposed to give off just enough light to make you want to carry it but still not feel safe. I felt like it did that pretty well.
Also the game is finished and was made in 7 days. I've been considering a sequel but my main project, Swords 'n Magic and Stuff, just had a successful Kickstarter so I'm focusing 100% on that right now. So maybe some day.
Hey Flyby. I used the engine Stencyl for several years before switching to Unreal Engine. I HIGHLY recommend it. It's built on scratch so it uses the same code block drag and drop system... but it's a full 2d game engine and is really freaking awesome. Check it out! http://www.stencyl.com/ - If you know Scratch I bet you'd pick it up fast. Maybe use the jam as a way to learn it?