Don't worry, jams are like this, and experience will tell you what you need to concentrate on. You did better than me in that you at least had the game functional! Unfortunately, you can't resubmit for this jam. Well done.
kodikos
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All fair comment, thanks. Not played with post-process filters, but seeing El-Dee's game, I can see it does add to the feel so I'll have a look into that.
Unfortunately, yeah, I ran out of time so didn't get as far as having the beasties come after you, not even inflicting pain, but I left the models that I created in the rooms. This will probably be no. 1 thing to fix after the voting ends. At least you provided some things for us to hack at in this jam!
This is pretty dang cool! I haven't played GnG, so dunno if there's anything missing on that count. But everything works well, except the bat disappeared when I added to a later part of the level - maybe it fell off a ledge or something, but it looked really amusing. The only issue I found was that it took me a while to work out how to scroll the view along in the editor, because I couldn't see the slider background.
Hey Hutch, thanks for playing. It's not possible to leave. You only need to get back to the entrance hall and it's done. If you pressed esc when the menu came up, that was a bug and you shouldn't be to continue to walk around. I didn't have time to put in an outside, or do the storyline, and a whole lot of other stuff!
Superb take on the PickAxePete cover. It is such an odd character to have marketing a game, obviously they changed it pretty sharpish. But he feels quite fresh on modern eyes. I wanted to capture him in my game by playing on him being kind of desperate, pathetic and a bit inept, but also wily, somehow always close to the prize.
Don't worry, people of all skill levels do jams. I've only done one jam before, so still pretty fresh myself. I toyed with joining this one, but I've been a bit strapped for time. Doing such a short time jam is a big challenge if you're starting out. Worth checking out ones that are a little longer so you can start to build up some libraries and shortcuts. But knowing how manic a short one is at least gives you a feel for them. Happy jamming!
For some reason, I couldn't get gathering to work properly. I think I was telling a team to go get something and it would appear on the alchemy screen, but the number of them was 0. I guess there's something I was missing about the gathering? You should improve the feedback on user actions, even if it's just say "confirmed". Took me a while to realise what things on the screen did things, like that there's a menu on the top banner. But, that was a lot of UI to put together in such a short time, and it looks and sounds good.
Translation is: "race against time and hit enemies before you explode. Free yourself from the curse of the yokai."
I couldn't get past the big pit, the jump doesn't seem powerful enough for the distance. The change of scale is a bit weird, you don't notice it changing till you restart and you're really small - though I don't what actually caused it. But that, at least, is a good effect.
That is a whopper download size, I think your distribution settings need some tweaking (looked like a third of it was textures). As for the game... well, I didn't really get to it because it kept crashing the tutorial screens just when the block goes through the square (it's less bad if you pause between clicks, race condition when the next scene is loading, maybe?). The music was nice, though.
Great idea with the resizing platforms. I managed to disappear the 2nd robot, must've crushed it raising it up to the 2nd platform.. oops! I wasn't as much of a fan of the background music, but did appreciate that you got the jump sound to harmonize! I would rather make the background music myself, but it's very difficult when you're strapped for time.
It's okay. Your game theme fit description makes me think it's supposed to have a zoom feature, but I didn't find one, except for switching to the underwater scene, maybe I was misunderstanding the meaning? That would certainly be an interesting challenging twist, but it sounds like the art took more than the gameplay this time. And the art is okay, though some form of colour, even if partial hints, would make it stand out a lot more.
Hey, this is a good start for a first jam. Alas, having to restart the whole game if you fluff it up is annoying and drains out the fun pretty quickly, for me (I know someone who would perseveer!). I like the torchlit 8-bit style lighting, except the exit should be more clearly identifiable. Maybe the bottles should be big and small, or have up/down arrows on them? I kept forgetting which was which. When big miner moves blocks, it should be a consistent distance, seemed to change between 2nd/3rd level, I'd rather they didn't shove it away, but I sense that's part of the puzzle-solving.
This is difficult without more of a learning curve, way too much to work out on the 2nd level. Can't help but notice how similar the character is to a certain game involving magnets ;) Does need work, the clicking doesn't always work (or the doubling up of functionality makes it unforgiving if you don't do the right type of action at the right time), and I would say you need to chunk up the platforms and more clearly show why one side of the platforms kill you. I also don't see where the theme fits in, but obviously I didn't get far into it.
Thank you! I did get to the final battle, but it was too hard for me. When you get returned to the train each time you reach Benedict and die, it became a bit difficult wading through to get back to him. What was also hard was losing track of the cursor in dark areas. Still, I played it loads, it's a lot of fun. Sound seems to have improved on the voices.
Well done on a super game in the time. Minor issues I noted were the music vol needed to drop when they spoke, and the textures of the saloon floor were flashing for me (maybe as I wasn't fullscreen or something). The horse ride is tough when it's so long, had to give up in the end because of the amount of fine mouse control, tires ones RSI'd hands rather quickly!
Thanks for commenting, and it's valuable feedback. Ideally I'd like the red things to come from any direction, so an indicator of where they were coming from would be handy - but for this jam I just thought limiting it to one direction would save time and then I wouldn't need that. And yeah, you are supposed to have troopers (green blobs to the left of the outposts) who do the fighting and use up supplies (orange blobs to the right) fending them off, and you can build up defences (awkard L shapes on top of the outpost) to improve the trooper effectiveness. Then it would become a game of managing defences, troop transfers and supply lines. First time doing a jam and an RTS, and the detail needed in the calcs and balancing of only this small number of things in a short space of time took me by surprise.. definitely something I'd need to practice more before trying it in another jam.
I got this to work. Easiest is if you expand the data zip, then put the exe and pck into the expanded folder so that it sits above the inner data folder. Managed to win, I think, I didn't blow off the screen and the avatar looked happy that the demon wasn't there anymore! You have to restart the game to play again. The sword collision area is maybe a little tight, but does present a challenge in the game.