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kunic

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A member registered Nov 17, 2018 · View creator page →

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Thanks for playing! To address your points:

  • Regarding the framerate, the best fix would be to switch the renderer to C. I need to do this with my main in-development game, so I might try it out here first to learn how to do it.

  • Yeah my comment was mainly in relation to the boss pyramids. I’ll see if I can figure out what’s throwing them off.

  • For the story, if you play Endless mode, the first stage is the exact same as Story mode (minus all the dialogue and waiting around). There is no story after the first boss; it serves as one long tutorial.

  • Upgrades are persistent between stages. They reset once you die or quit the game. Full Heal and +MaxShield are infinite, hence why their levels aren’t mentioned.

  • For screenshakes, the closer an object is when you destroy it, the larger the shake. It was to signify close calls, but probably doesn’t translate like I intended.

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How did you manage the policemen position alternation on the beat?

I timed the beat in audacity to be every half second, and just had a looping command that looped every 0.5 seconds and told the AI to movie and rotate, as well as telling the walls to change color. Regarding the movement in particular, Unity has a smooth step function that I kind of hacked to allow me to define X number of steps between a start and end location, and the script just iterates on those steps until it hits the end, then it ping pongs.

How’d you manage to make a full tutorial in under 3 hours? Insanity lol. Game could’ve really used some audio, but I think it worked well with the theme and played simple enough.

Fish Theft Auto lol. This reminds me of a game I played awhile back where you could steal the bodies of enemies, but I can’t remember where from. I think it was another jam. Anyhow, great game! Though I’m not quite sure how it ties into the theme as I ended up mostly being on the offense and definitely not the prey.

This feels like a mario party mini game lol. Cute graphics, and wholesome gameplay (especially compared to the not-so-wholesome other bunny game of this jam, not knocking that game though, just poking fun at the duality here). Well done!

So we got 2 bunny games this jam: a wholesome one, and then this one, lol. Kinda got reminded of the early 2000’s flash games, so points for nostalgia. Honestly really well done.

Got to 25 before I got jump scared :(

Overall I think the game functioned very well. Love the retro aesthetic, which I think works perfectly for horror. Though the sound design could’ve really elevated it. Like, I’m thinking you see nothing but the flashlight until it illuminates an area (and you hear that click for some nice ASMR), and all the while you’re hearing the thing get closer all around you, having to use your hearing to guess where it’s coming from. That’d really improve the gameplay as, currently, you just spin around perpetually until you see something.

Regardless, great work for a 3 hour jam!

Been awhile since I made any game, only had about 20 minutes to make the actual levels by the time everything else was done lol. If this were even a 3.5 hour game jam instead of 3 hours, I probably could’ve gotten the level count up to 15.

Here be mine: https://kunic.itch.io/neuro-crisis

In in-game tutorial would’ve been nice, but the graphics were very pleasing to look at!

I try to take an abstract approach to jam themes, because I suspect everyone else will use the literal interpretation of it. Here I went with what defines a monster in Cyberpunk, and for me (and most of my friends) that’d be a corpo hacker. Someone doing it strictly for the money, and with the backing of a corporation that’s likely fueling some war or the deaths of the poor. It’s admittedly something you’d have to know Cyberpunk to understand, which is why I put a paragraph explaining it here and in the description lol

Almost seems like you’re playing an add for an MMO raid boss that’s super weak and gets ignored, lol. I enjoyed the spin on the theme! Though I couldn’t quite figure out how to avoid whole room AOEs.

I mean, technically you play as a literal buff monster dude, so I think this fits the theme? Lol. Is the maze procedurally generated? Pretty neat little game.

Really great looking graphics for a jam! A bit of juice would’ve been nice (screen shake, knockback animation, ui effects, etc), but the game played well.

Interesting concept with theme. I’ll admit I wasn’t expecting an autobattler going into this, but I think that can work very well here. Outside of audio and music, my main feedback would be telegraphing actions instead of telling actions. Animate a card moving to indicate its hitting another card for instance. If a card takes damage, visibly modify the text on the card to reflect that. Etc.

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From the description: Playing as a corpo hacker in this game makes you the monster because you are tasked with eliminating potential threats to your company, regardless of their innocence or guilt. You are essentially taking on the role of the oppressor, using your skills to crush anyone who stands in the way of your employer’s goals, regardless of the consequences.

Edit: Admittedly it’s something you’d have to know the Cyberpunk genre to understand.

Thanks for he feedback :D I used this jam to explore some Unity features I’ve never used before, which (minus one point) I think is what lead to the bulk of your feedback.

For animation locking, I’m not sure I’ll do it in the future. I mostly went with it here to slow the player down as the game is more about enjoying the scenery than getting to the end.

Regarding the Unity features I’ve never used before:

  1. The Arrow Keys should’ve been usable. Though I’ll admit I did most of my testing with a gamepad. Unfortunately didn’t have time to implement remapping as I’m very new to the new(ish) Unity Input System and was working on the game through the final day.

  2. While I’ve used cinemachine for years, I’ve never actually used more than 1 virtual camera. Took this game as an opportunity to explore every type of overhead camera option in it and the transition feature between them. In retrospect I think the worst experiences came from when I attempted to use a dolly camera, and with how slow the camera is in switching them. Definitely something I need to play around with more.


Thanks again for the feedback and I’m glad the experience grew on you! Currently I can confidently say that there won’t be a sequel any time soon, but that’s only because I’m working to turn a prior jam game into a full release as it won a category in Jonas’s Wowie Jam 4 and a bunch of people strongly suggested I make a full game out of it, lol

Oof, did the graphic options and/or putting the game in windowed mode not help? Sorry about that x.x

Glad you enjoyed it despite the technical issues!

I realized as I was in bed that I should’ve added a gamma slider. Didn’t have time to implement it, sorry about that =/

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Love the art style and sound, and how the implementation of multi-use quickly evolves this into a puzzle game in disguise, lol.

Definitely nailed the aesthetic you were going for. Good job!

Sorry for no WebGL build. The WebGL part of the game became so heavily corrupted to the point where I couldn’t build at all. Not even switching operating systems, or reimporting all assets into a fresh project, fixed the issue. No idea what happened =/

Interesting that this is a sequel to another jam game. Could’ve probably done without all the exposition, and moved the cave to the right of the start (as platformers tend to move to the right), but pretty solid little platformer!

Reiterating the zen feeling of the game. Cute visuals and very chill game :)

This plays extremely well for a 3 hour tower defense. I did get the game to crash, but until then it was working very well. Good job!

Never seen visual novels in jams before, and all of a sudden I’ve seen 2 in a week, lol. There a new plugin for it?

Nice art and story :)

Like how you can still fire when you’re dying. “You’re coming down with me!” Lol. Feels good for a twin stick shooter in 3 hours.

Eyyyy, someone else playing with the medieval 5 elements. Great implementation :)

Might be good to support WASD as well as the Arrow keys for movement. 60% keyboard users can’t really easily move otherwise (there are dozens of us!). Beyond that the shooting felt good. Not too familiar with construct, but consider a slight camera shake on killing something, and some particles spawning to represent their death. A little goes a long way!

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For anyone struggling with the mechanic because I did a terrible job conveying it, here’s a solution video. In short, the object you can move has a gravitational field that attracts the ball the closer you get to it. All other objects have a similar, weaker/stronger, field. You need to use this to navigate the ball to the star.

Man this gets hard fast, lol. Expected with such a time constrained jam though. Good job!

Given that banger song playing, I almost expected a Crypt of the Necrodancer type mechanic. Kinda sad that wasn’t the case, but punching things was fun.

Fun game! Not sure how it fits the theme, but this was a lot of fun.

Really neat that you made a sequel to another trijam game. I felt like the amount of time provided to click on ingredients was a little too fast for me, but I’m dyslexic so that likely played a factor. A solution might’ve been to show a picture of what’s needed instead of text, in which case you maybe could’ve gotten away with an even shorter time allowance. Beyond that nitpick, great visuals and concept!

Cute game! Not quite sure why I failed, but I liked having to dig through papers and stuff to find the right elements.

I had found that glitch too, but didn’t have time to fix it. However, I think it really only helps on the first two levels. The last two I was unable to beat with it.

Yep, I saw after the fact. I make it a point to avoid descriptions as, ideally, a jam game should provide the controls in-game (even if it’s super lazy like what I did). I only bring it up because it significantly improves the play-ability of your game in jams, thus yielding a more positive score. So I wanted to give it to you as a take-away for future jams :)

The intent was to make something like Starfox for the SNES, but I probably cranked it up too much, lol

60% keyboard players weep playing this 😭

That aside, fun little game! Never seen this tic format so I’m not sure what its limitations are, but it’s neat you were able to make the game using only 16 kilobytes of memory.