Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Muuurbles

50
Posts
2
Topics
3
Followers
A member registered May 22, 2024 · View creator page →

Creator of

Recent community posts

Hi, yeah I'll have the version with a save system uploaded in December. And that's really weird about the bug, haven't seen it before. I'm guessing it's something to do with the web export. The character was rendered in 3D but just shows up in the engine as 2D sprites, but a lot of them (the walk cycle is a 20mb image). Maybe browsers don't like loading images that large sometimes? Thanks for letting me know regardless!

Ah gotcha. Was it because of the 200mb max file thing? We had to be careful about our game size as well. And yeah it's too bad, though I imagine you could message the organizers for an exception if there's a big game breaking bug or something. I'm definitely going to upload a slightly improved version in December for posterity 

Thanks! Disco and Spiderverse were definitely brought up as inspirations yeah. The visual novel thing was a band-aid solution given we ran out of time, the writing was done but programming and art were not. Throwing all the remaining story files back to back was the only way to guarantee that game would be 'finished' in time lol. Make the game playable earlier, lesson learned.

Thank you!

Hi, thanks! Unfortunately we were rushing to finish what we had before the jam ended and didn't have to time to upload a windows build :/ I'll do that once the uploads are re-enabled in December.

Good job on the Jam! I enjoyed the game, the only criticism I might give is that the game's difficulty doesn't seem to ramp up? I got a score of 500 while only losing 1 life and I decided to purposely lose just because it had taken a while to get to that point and I wanted to move on. I feel like it would be very thrilling if the timer's speed increased as the game went on. (if it already does I couldn't tell in the time I played). Still, fun little addictive loop!

Thanks! Yeah In a tighter designed version of this game I probably would have made benches single use so you couldn't rest all the way to the storm arriving. Or at least better communicate that the storm at 9:00pm is essentially game over.

Thank you for the kind words! Yeah it was definitely my intention to communicate to the player what they needed to do without it being too long or overly complex, and having a character exposit that made more sense to me.

(1 edit)

Thanks for the feedback! I'm dreadfully aware of all those all of those issues, wish I had time to fix them lol. At least I know better now.

Hey good job on the game! Great interpretation of the theme, love a good murder mystery.

That's the spirit! And now you know :) I learned a bunch of stuff this Jam as well

Thanks! Yeah I should have made that more clear!

Thanks! Damn yeah I know about that part, I've already fixed it but too late to resubmit lol.

https://itch.io/jam/brackeys-12/rate/2973523

https://muuurbles.itch.io/purrfect-storm

Would love any feedback, cheers!

Awesome. Are you actually allowed to make changes after submissions closed? Like if I want back and fixed a bug and updated the html build for my game would that be against the rules? God I'm such a dweep. *rules*. But still I'd like to know

Lol yeah that bug was my white whale during this Jam. I kept going back with the intention of fixing it but got sidetracked by something else. Thanks for playing

Great job on the jam! I like the interpretation of the theme, with the little safe room full of wacky character in-between fights. Cheers!

Hey finishing *something* is all that matters. Great job on that account, cheers!

Great job on the jam! Great game feel for the hit reactions and the ui blips and bloops. Feels good. Cheers!

Great job on the jam! Don't see a lot of narrative focused games here, so it was a nice change of pace :) Small suggestion/criticism: if you're going to make premade assets, try to make sure they blend well together. Specifically, the characters and world is pixel art, but the background for conversations are high res, and the font doesn't match with either. Just a thought. Good job again, cheers!

Great job on submitting something for the Jam! I had an issue though, I wasn't able to progress very far :( On the desk there seems to be some things to interact with, and some menu buttons up at the top left, but I couldn't click on them. The door also seemed to be locked and I couldn't get out of the room.

Hey great job on the Jam! Fun idea for game. The UI and textures sort of glitched out, as a tip I would suggest looking into Godot's stretch mode settings. If you have it set to disabled it can cause some weirdness when playing at different resolutions. Regardless nice job, cheers

Hey great job on the jam! A small criticism I have is that it's little hard to understand what's going on, and the controls are a little strange. But I like the idea, and the sprite work is very well done. Very clean UI too! Cheers!

Great job on the game! I definitely think the types of components needed some explaining, it took me a couple of tries to find an combination that worked. I like this style of game though, cheers!

Awesome job. Very polished game. At wave 20 the boss got to my base, and the game said I lost, but also that I won. So that was funny. Again, great work!

Thanks! Yeah I thought I had sorted out those points, but looks like we missed a few. Sorry if you got stuck lol

Great idea, well done. I've played Dino dash on bad internet days more than I'd like to count. They should update it to something like this. Good work, cheers!

Thanks! Yeah definitely ran out of time at the end there, was scrambling to just get even what we have finished.

I always knew sheep couldn't be trusted.

Really well done! I'm very jealous of ya'lls camera system. It feels great. Combat and hit reaction super snappy and polished. Cheers!

For sure! And yeah that's something I had to design around. The first cutscene happens right after you fall into a large pit, so I knew the player would be respawned right at the checkpoint, always the same position. And the last one forces you through a small gap, so that everyone would have to trigger it right then. A more elegant solution would be to calculate the path to the cutscene 'start' and have the player character move there before triggering the rest of the scene. Or something!

Thanks for the kind words! The cutscenes were made using the AnimationPlayer in Godot. I set up some methods on the player script to disable input, force jumps, and force movement. Then made text generators for the MC that are triggered with areas. The AnimationPlayer would call all of these in the order I set. Probably a pretty jank/bad way to do it but it ended working well enough for the jam!

(1 edit)

It's a real quick small thing, just start again and walk left at the start. I wonder how many people spotted it.

Wild to think of someone doing a '2nd playthrough' on our little project. Again, thank you. But now I'm curious, did you find the secret tunnel?

Thanks for the kind words! Sorry about getting stuck lol. I was sure I checked most of those things, but we were making so many last minute changes stuff fell through the cracks. I wish we had more time! Thanks again

Hey nice job on the game. For some criticism, since you asked in the description, I found some of the jumps a little difficult and a little repetitive. Look into how to add linear acceleration/deceleration/CoyoteTime and things of the sort to your platformer mechanics to help make the core movement feel better. Cheers!

Nice, great job on the game. Cheers

Feels like early 2000's Newgrounds stuff, in a good way. Great job on the game. Cheers!

Really well done! I can tell you like Dredge lol. Of note, the background sprites in the town are just great looking. The water effects were nice as well. Cheers!

Great concept, great execution. Drawing little paths for things to follow feels good. Very polished visuals as well. Though I felt some of the later levels were a little difficult. In the sense that I didn't understand how or why some of these ship captains got their license's given how terribly they followed my perfectly clear directions at the mere hint of light breeze. Great job for real though. Cheers