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Makapar Games

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A member registered Jul 14, 2024 · View creator page →

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Challenge accepted

I found all the mimics, the last two were a bit tricky, but it was very satisfying to click something and see the animations. Feels very polished. I could easily see this being a full scale mobile game that people play and pay for clues to get past levels...

Unfortunately I cannot play it :(

I like it :) and thank you for adding keyboard controls and difficulty setting. I played on keyboard + easy for ultimate cozy vibes.

Switching gun type on trackpad was a bit annoying. Every time I scrolled slightly it switched type 10 times :D but otherwise a nice experience, smooth controls :)

I hit my head on the trampoline :D I love that "feature" I was not expecting that. Very cute pumpkin :) Me likey

Works perfectly on M1 MacBook Pro at full resolution in the browser... Not 120 FPS... But definitely playable. I gathered materials and built this 'lil dude :D I enjoyed it. I love the falling leaves, and day/night, feels very well polished!

I got to refilling candy once... Failed many times. If I had a mouse connected I could probably get further, but I found it very hard with trackpad :D

I wish I could see another ending than "not the kids favourite" :( 

Thank you very much, glad you enjoyed :)

No worries, I still want to test your game. I will get on a windows PC to test the ones that don't work. I don't expect 100% compatibility with Mac from a jam :D

Thank you very much :)

I am planning to release a game late 2025 with this same tech stack... Hopefully I am able to improve it a lot by then :D I reused some code from there to make this even possible to achieve in 3 days

I resisted the urge of drawing a p***s, and instead created modern art. I like that it only rakes when going slow, that's a nice touch :)

Thank you very much :) I managed to reuse a bunch of code from another WIP project, otherwise this would have been impossible...
It was still very difficult to pull together something working and a ton of ideas were scrapped in the process. My code is not very flexible, so I had to rewrite a bunch to get basic things working. Some systems built in this jam will be ported over to my more ambitious long term project, and I had fun experimenting on this, so for me it is time well spent.

Would have been great to have more upgrades / things to buy. Maybe a wheelbarrow to collect more than one at a time? I noticed it was impossible to collect all if I planted too much ... 

I see a lot of potential to make it a fun game.

Would have been great to have more upgrades / things to buy. Maybe a wheelbarrow to collect more than one at a time? I noticed it was impossible to collect all if I planted too much ... 

I see a lot of potential to make it a fun game.

Also submitted 18 seconds before the deadline is wild :D

I did not expect the whole ambience to change when clicking the window :O very nicely done

Unfortunately this game does not load for me :( I just get an empty brown screen. I am on MacOS, using chrome to play it in the browser, so the windows executable will not work either :(

I think this is the most cozy game I have seen no the jam so far! absolutely nailed the theme.

I don't really have the patience for tycoon / cookie clicker style games so I did not get far, but I can absolutely see people who are into that play it through and having a blast.

Fantastic :) my main review of the game is on the game page... I don't like that itchio splits comment sections in two :(

In my head they were singing "DOOORITO" (although I know they did not) while I was rushing for snacks pumpkins.

I eventually got stuck in a lake somehow and lost :( even though I died to a bug, I had a blast playing this game!

Thank you very much :) all SFX were recorded and edited by me

About the rubber banding... Servers are in Europe, but even in EU they can be laggy. On my MacBook I can host a server with 1000 enemies without ny noticeable lag, but Heroku (the host) even struggles with 25 total enemies.

I regret not picking a better host like AWS/Azure, or maybe even adding an option to switch server between different regions. Oh well, now I have something to do post-launch :D

You still managed to make something much more polished feeling than what I submitted. You did good :) I overscoped a ton as well

I raked until the music didn't want me there anymore 10/10

This circle does not like me ...
I played well beyond the music even stopped playing :D noticed it does not loop.

Nice mechanic, I like physics based games, this was fun, but a bit too hard for me

Thought about enabling PVP... It would only be 1 line of code away... But that did not feel very cozy haha. Thanks for playing, glad you enjoyed it!

Haha :D I don't think the server liked having multiple people online at the same time...

Thanks, you too :)

I am not saying you don't use advanced techniques, don't get me wrong. I just mean you don't need to write your own game engine or custom shader code to get a unique look. You use a restrictive engine and still get a very unique look. It is impressive :)

Cool, that really proves that you don't need a lot of technical know-how to make an appealing game. Your game looks way different than the examples shown in easyfpseditor-ce, I would not guess it is the same engine from just looking at the two. Keep it up!

Perhaps you could write about the different challenges you faced in this project. I have never made an isometric game, so that would be interesting to learn about

This art style really catches my eye. Looks awesome with the different colors. What game engine is being used for this?

I like the mix of low poly and 2D, looks sharp

Is the world randomly generated or always the same? looks a bit like a Minecraft style island

This looks very visually pleasing. I love the artstyle!

(1 edit)

What is Wave Function Collapse? (WFC)

Wave Function Collapse (WFC) is an algorithm for procedural content generation. It creates complex and coherent structures based on predefined patterns and constraints, ensuring that each generated tile fits seamlessly with its neighbours.

Implementing WFC in ZomdeadZ

Here’s how we use WFC to enhance ZomdeadZ:

  • Dynamic Environments: WFC allows us to generate diverse and believable game worlds by adhering to specific patterns, ensuring that every playthrough is unique yet coherent.
  • Handling Constraints: We’ve adapted WFC to work with different tile sizes and types, from large buildings to detailed vegetation, maintaining a realistic and engaging world.
  • Logical Placement: WFC ensures that new tiles fit logically with adjacent ones, creating realistic layouts and enhancing the gameplay experience.
  • Performance Optimization: To keep the game running smoothly, we pre-generate map chunks and only send nearby data to players, balancing performance with rich, varied environments.

How we "train" our algoritm.

We built a level editor. Here we define different "modules" which are essentially presets for each chunk. Based on this the rules for our world generator are generated. We do not defined exactly how the world should look, these are fed into our generator and can give us results even we did not expect.

The Impact on Gameplay

Using WFC in ZomdeadZ results in:

  • Enhanced Replayability: Every game session offers a new world to explore, keeping the experience fresh.
  • Immersive Environments: Realistic and varied landscapes heighten player immersion.
  • Unique worlds: using WFC lets us handcraft beautiful pieces and let the computer take over and make its own version of it.

Looking Ahead

We’re excited to continue exploring WFC’s potential in ZomdeadZ. As we refine our approach, we aim to bring even more dynamic and engaging worlds to our players.

(2 edits)

We decided to make a custom game engine for this project. The first days the game looked like this and had no real gameplay.

A bit further along in development we started using assets for our character, got animations working and multiplayer networking was being worked on

Zombies were eventually added. At first they would just stand in place and shake. They did not have any animations and they did no harm to the player.
World generation was added to the game. At first it was entierly client side and would make the user stutter. It was slow, and prone to cheating.
Fog was added to the game in order to hide the world loading, and it was optimized for better performance, it was also made entierly server side to both offload the clients, and to prevent cheating.