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nandbolt

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A member registered May 02, 2018 · View creator page →

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Wake up!

Solid 3D platforming, and really dig the quiet and creepy aesthetic!

this is awesome, i like it alot!

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There is no end in death. As a lowly spirit in a monster battle arena, fight for survival and gain enough XP to ascend to the next monster tier. Escape the MONSTER CYCLE!

Play free here on any browser: https://nandbolt.itch.io/monster-cycle

Yes! I just uploaded it to the BBS (https://www.lexaloffle.com/bbs/?tid=139937). I was planning on doing this when it was finished since the code is pretty messy, but I guess I’ll just update it later when I finish it.

The demo for Hopstep, a frogger-inspired game where you hop through procedurally generated levels while trying to avoid cars and snakes is available to play now for free if you’re interested: https://nandbolt.itch.io/hopstep-demo

Thank you so much!

Who knew window washing was so difficult! (Really cool game!)

This is sooooo cool! Really cool concept for a game. I can’t wait to see what else you have planned for it!

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Summary: ILIAGC: I Live In A Graphing Calculator is now available for free to play on Itch! Play as… well, someone stuck in a graphing calculator of course! Have fun traversing mathematical equations of your own creation as you collect coins, buy items and achieve the highest score you can reach. It runs on either the browser or can be downloaded and played on Windows PCs. It’s got decent gamepad support and supports multiplayer of up to 4 players (I think).

Game link: https://nandbolt.itch.io/iliagc

Screenshot:

Embedded video:




New jam. New game. Consider checking out Tenebrific, a game I made in around 2 weeks for the #NoticeMe Game Jam. The goal in the game is for you, a being of light, to prevent darkness and its kin from spreading by destroying dark wells. Once they are all destroyed, you move on to the next level. It loops back around like in Risk of Rain so you can go to infinity. There's also an arena mode where you can see how long you can survive in a small level. I hope you give it a try!

GXC submission (for Opera GX): https://gxc.gg/games/ytl7a8/Tenebrific

Itch version (Windows): https://nandbolt.itch.io/tenebrific

Explore strange planets. Mine resources. Build defenses. Reconnect to your home planet.

Nowhere Near Earth, made for the Opera GX Game Jam, is free and available to play on any browser. :)

(Singleplayer + Local Multiplayer!)

Game Page: https://nandbolt.itch.io/nowhere-near-earth

Same here! Wish I played more games from the jam, but that one was awesome!

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Hello everyone!

I have been working hard on making my game better ever since the end of jam submissions. Being the first jam I actually submitted to, I was happy to be able to submit something but wasn't satisfied with how incomplete the game was. Now, since I believe the jam winners have been picked (I think), I wanted to finally push an "end of jam" update out. The game is closer to the vision I had initially for the jam, is more complete, and in general is just a better game. If anyone wants to check it out, the link will be down below! (feedback is also appreciated!)

ALSO! For those of you still working on your jam games, or on future projects: good luck, don't work too hard, and keep making games!

ALSO! I feel a little bad promoting myself like this, but hey, I made this game for this jam, so I just thought I should tell someone, you know? And this community area seemed appropriate...

Game page: https://nandbolt.itch.io/neokyo-city

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In a city governed by drones and powered by neon gas, hope soars through the rooftops in the form of a rogue human. Jump across rooftops, hack powerboxes, and avoid the ever present drones that oppress the citizens of Neokyo City in this open-world 2D platformer.

*Initially made for the Amaze Me Game Jam*

Link to game: https://nandbolt.itch.io/neokyo-city

Video:


Screenshots:


I completely agree. Next jam I'll try to devote more time to communicating information to the player. Thank you very much for playing the game!

Thank you very much for playing my game and for giving me feedback!

I think hacking the drones would be pretty cool, perhaps if they docked somewhere that could be a good opportunity for the player to hack (or having the player land on their head could work)? And I agree with the level design, I wasn't able to implement more platforming mechanics in time, so I ended up using those protrusions everywhere while building the level to make sure the player could at least climb building.

I will definitely take your feedback into consideration while I continue to develop the game. Cheers, and thanks again!

Thanks so much for completing the game and giving me incredibly thoughtful feedback! I was really hoping at least one person would make it to the end.

How I approached the jam was to work on each mechanic one-by-one, slowly building to the idea that I wanted to get to. This worked well at first, but it was pretty slow, and towards the end of the jam I had to start tying everything together really quickly. I ended up making the entire level hours before the jam submission period, as well as the player's main objective in order to give the player something to complete, so I didn't even get a chance to test the level, or complete the game, before I submitted. When making the level, since I didn't get to the other platforming mechanics that I wanted in the game (e.g. walljumping), I tried to make each building climbable for the player, so I ended up putting little ledges all over the place.

I really agree with your point on making the world more fluid for platforming, and I'll definitely be working on that, as well as making it more "open-world"-like. And for sure, conveying more information to the player is a must, and I was really anxious if people were going to understand what to do. The hacking was sort of my "version" of lockpicking from Skyrim. I wanted it to be tense when you tried hacking, and I definitely understand how random the drones can be. If I had gotten to it, the drones wouldn't have even pursued the player normally, only after or in the process of doing "crimes", like hacking or being in a restricted area.

I'll be working on the game over the next couple weeks and hopefully get it closer to where I wanted it to be, so if you're interested stay tuned! But most importantly, thank you for playing my game!

Very cool world!

Really enjoyed reading all of the dialogue from the robots, and I liked how the welding gun pushed you back as you shot so you could kind of use it to "fast" travel. Would have liked to see the different noble gas shaders/filters to be used in the gameplay or world, perhaps having different districts utilize different gases, as I found myself sticking to one of them (Krypton, baby!). And I noticed the slight lag on mouse movement, which didn't hurt the gameplay. Just pointing it out, as I could very easily tell since I normally play alot of fps games, and Im sure most people have.

Overall, I enjoyed exploring the world, and its quite impressive seeing 3D games being made with gamemaker!

Top-notch visuals.

Perhaps adding a Nuclear Throne-style camera, one that moves in the direction the mouse goes but clamps a max distance from the character, would help in aiming at the enemies as you jetpacked over them? I could understand not doing this, though, if this went against the atmosphere you were going for, as popular horror games like Resident Evil are infamous for their claustrophobic controls. Job well done!

Very convincing world and atmosphere! You really hit the nail when it comes to the cyberpunk city aesthetic! Everything feels smooth, and all the minigames worked fine for me. If you add more gameplay, lore and all the other game stuff, I'd happily revisit this world!

Nice, simple 3D visuals, and the sfxs felt great! I felt like whenever I tried to go for a turret, it'd be hard to not take any damage because they locked on so quickly. I also think I went the entire game without getting/using a powerup; perhaps having a couple powerups setup in each level could alleviate that. I like the boss fight at the end, a very nice touch! WELLDONE!

Really like this game. 

Music bops, and I mean REALLY BOPS. Really cool aesthetic, and I like the different themes with the body and how they affect gameplay. My favorite level out of the one's I've played (made it to mind control and died instantly as I was trying to find my cursor) was the first, it had the most chaotic and quick gameplay, which I enjoy more than the slow sidescrolling parts, but those really felt true to there anatomical counterparts. Will play more after jam, and will check out more of what you make in the future!

Very smooth, and I liked the gradient outline colors of the sprites. Level 10 was a doozy!

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At the end of the day, we get out of jams what we get out of jams. If someone put alot of effort trying to make something new, they probably grew and learned alot in the process. I, for one, spent an embarrasingly long amount of time working on implementing delta time into my platformer's jumping code (around several hours?), which equated to, codewise, only 2 multiplications, and essentially nothing all that important to the player (unless they consistently run their game on 30fps instead of 60 somehow!). But, now I know more about delta time and whatnot, and can implement it wherever I please. The same goes for other concepts, like raycasting, pathfinding, using shaders, 3D, procedural generation, etc. If your goal in the jam is to complete a new game, hopefully you get a game out of it. If its to learn more about a concept, you may have to sacrifice adding content in order to explore and learn that concept. If your goal is to bring light to you as a developer and to your games by reusing parts or all of your previous games or assets, and if that is acceptable, then hopefully you get more eyes on you, but you do lose the opportunity to try something new and explore different ideas.

TL;DR: Hopefully everyone got what they wanted out of the jam. I for one learned alot about myself, what I'm interested in, how fast I can work, what is more important to work on in a jam, and that I like doing jams. In the next jam, I'll be better prepared, focus more on the important stuff, and hopefully make a better game. Keep getting better, everyone!

The game is obviously fun, and has insanely good visuals which fits to the jam, but I kind of agree with Carson K. It looks and plays almost identical to your previous game. Seems like you repurposed a previous game to fit the jam rather than try to make something for the jam, perhaps because of the prize? Either way, its up to YoYo to decide for that, but for me personally, I don't think repurposing a previous game fits the jam spirit. If you tried changing the gameplay, and maybe added more things having to do with neon, maybe that would be different. I don't think taking attack items off was really that big of a change.

Solid game. Love the whole aesthetic, and the background being used to block line of sights is really neat! The rotating camera is pretty unique, and the shotgun is really fun to use! Even though I got lost a couple times, I seemed to be able to able to backtrack very quickly, so I didn't mind. I'd personally like an invibility timer so I don't take a bunch of damage all at once, and maybe more telegraphed attacks from the starter enemies so that it feels fair when I take damage. But very cool, very fun, and a very nice job!

Awesome awesome! One of the things I wanted to add was to have the robots run on neon so theyd have to stop pursuing if they got too low on charge, but you know how it is with jams. Thank you very much for giving my game a playthrough!

Pretty cool! The bullet mechanic is pretty neat, and its pretty fun to juggle controlling the bullet and dodging enemies. Nice implementation of raycasting, works well; I myself spent alot of time with that in my game, but I ended up using tile checks to see if the player was in sight (like a tile raycast). Slopes work well, and I like the enemy variety. Transitions are nice, too! If I could add one thing, it would be to make the buttons that you need to shoot more visible, or have like an effect on them, because I didnt even see them until I read the game page.

UnityPlayer.dll error as well. Hope you can get it fixed!

sweet.

i like how the reward of getting good at the game is being able to hear the song with no "errr" or "clinks", similar to guitar hero. I also like how you added simple and complex parts, so that at least everyone can hear a little of the song, while working to get better on the hard parts. the fluctuating wave effect and different instruments were nice touches.

an obvious suggestion would be to have more songs, some easy, some hard, but I get that time was short. well done, otherwise!

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Really nice visuals! The shooting animation looks pretty cool, and a great character design. And the panning audio feels really cool! Not sure why there's landing lag after some jumps, but Im guessing you were planning for another feature.

I how one of the starter ships shoots in two directions; it's simple and makes easy to kill (since they aren't shooting at you), but when there's multiple it gets chaotic very fast. I think an invincibility timer and more oomph after a laser hit and after taking damage would help make the game feel nicer. Really cool that you chose to do a mobile game!

I did not know about faster charge near neon lights. Makes sense then! And I figured that was the reason for the blaster.

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I really like this game.

All of the effects are really well done, especially the liquid neon splattering across the tiles. Using the liquid neon to scout for platforms, traps and enemies is, I think, the best mechanic in this game. It's really fun to do, makes backtracking feel safe and encouraged and gives the player so much information for safe platforming. The MKII is great at splattering walls very quickly and is an awesome 1st gun reward.

Here's a list of more things I enjoyed about the game:

- Really enjoyable, retro neon cyberpunk inspired music. Never once minded it while it was playing.

- Level design is superb. The levels never felt exactly the same, and seeing similar structures that I knew had good loot was a good feeling. And with all of the traps scattered about, the levels encouraged careful exploration, which is something pretty unique about the platforming.

- Loot gathering works very well. I would have hated jumping into spikes to gather items. Thankfully everything just zooms to you!

- The MKII.

- Upgrade shop is packed full of goodies. Finally getting past U3 and being able to buy upgrades is an incredible feeling, especially with how hard U3 is.

- All transitions, effects, animations, UI, etc. are all on point.

Criticisms/suggestions

- Getting to the save area is harder than it should be. I'm all for hard games (Dark souls I, II, III player over here... :)), but I think the save area should spawn after every level completion, and you should have the choice to go back or continue. About 70% of my resource collecting was lost because I died before I could make it past U3, and its a terrible feeling finding over 100 of each resource and dying on U3, as it feels like my efforts were for nothing. And even though it feels incredibly good making it past U3 and getting to upgrade for the first time, at that point my skill and understanding of the game increased as well, and I don't need the upgrades as much as another player who is struggling to make in the early areas. Upgrades should help the struggling players more than it should reward the skillful ones. Before I made it past U3, I actually stopped playing because I got to frustrated, as played for around an hour not being able buy anything, which would have helped as the upgrades really did make the game easier (MKII especially).

- U3 is a big jump in difficulty. I feel like that jump might be better at U4, after you've been able to get upgrades. Also, there isn't really a visual indicator of the difficulty jump on enemies and spikes, besides your normal blaster not being able to one shot enemies after U2. Something like different colored eyes or an outline would be nice.

- A neon explosion would be an awesome reward for killing an enemy. Shooting into the darkness and lighting up the world is a great mechanic, and I feel that after spraying light everywhere and seeing an enemy and killing it, it feels a little disappointing not having much happen.

- Interacting with the world should be a different button than the shoot button. Shooting in the shop area and accidentally opening up the shop, as well as making it to the end of the level and wanting to backtrack and collect but accidentally going to the next because you shot, could be avoided.

- The bullet spawns too far from the player. There were many times when I was right in front of a barrel and shot and missed because I was too close to it. With how important ammo is, as it is tied to your health, exploration, and protection, missing shots like those felt unfair. Having a quick collision check right on top/in front of the player before you instance a bullet would easily fix this.

- Spike collisions are weird. This is the example I'm refering to:

If I line up to the left wall like so and jump, I get damaged by the spikes. I feel like that shouldnt happen, and really sucks when you end up dying by things like that in game, especially if you've gone far in the run.

- Performance isn't bad, but It could be better. I noticed stutters the longer I played, the first really noticeable one after buying the MKIII. I didnt mind it, tbh, but just thought you should know.


All in all, I thought this game was insanely good, and I felt how much passion was put into it. I've only played 5 jam games so far but this game feels like 1st place material for this jam, and a game I definitely want to see polished and complete. I will hopefully continue to play this game after the jam and see how much stuff you packed into it, as I have yet to complete it, but I gotta play other people's games, too! Awesome job!

- Side note: Did you include the project files anywhere? I wasn't able to find them and was curious how you did alot of the effects in the game. Not sure if I was just looking in the wrong place..

Things I really liked about the game.

- Visuals are really good. The lighting looks cool. The text animation looks great, and the player animations are very smooth.

- Movement mechanics are very fun to use, and work very well for traversing the level. I really like walljumping with a mix of neon blasting and dashing, as it allows you to climb walls that you thought you thought were unclimbable.

- The double dash is an awesome reward. I won't spoil how to get it, but its really cool that it requires a challenge to get to it.

- Reexploring the world after the double dash is a great way for the player to rethink their surroundings and explore more.

- Experienced no bugs besides the poster under the green neon sign, but you already addressed that in your game page.

I will definitely utilize this function in the future!

First off, I am extremely sorry for the insensitive comment that I made earlier. I truly apologize, and after replaying your game, I realize how much work and thought went into it, and how much FUN it is!

In my first playthough, I mostly ran across the ground and played with the neon blast, admiring the well drawn sprites and nice lighting in the process, but I was very confused on what to do, and if there was more content. I tried to climb the left wall, but had no success, so I thought that that was the end of the game and that you just didn't have enough time to add more before the jam submission period, so I stopped playing.

Then, a day later, I saw your comment. I can relate to how you're feeling about the time crunch and not being able to add everything that you wanted, as I too worked till the last minutes of the jam submission period adding things to my game. So, I decided to redownload your game and give it another playthrough, and boy was I very surprised!

I don't know what was wrong with me on the first playthrough (maybe it was because I was running on 0 hours of sleep), but I figured out how to get on top of the leftmost building using the neon blaster (which I tried the first playthrough, but I think I just thought that you couldnt get up there, and I think my timing of the neon blast was off), and it's not even hard to do! After that I jumped from building to building, exploring the world, and essentially was just blown away that I wasn't able to experience this on the first playthrough. And, after learning that there is a dash in the game from your updated game page, I made it to the end of the game, and it was a fun experience platforming across the rooftops!

I also wrote down some notes on the game during my second playthrough, and thought I would share them, in case you were planning to continue the game, or even for your next game.

Things I really liked about the game.

- Visuals are really good. The lighting looks cool. The text animation looks great, and the player animations are very smooth.

- Movement mechanics are very fun to use, and work very well for traversing the level. I really like walljumping with a mix of neon blasting and dashing, as it allows you to climb walls that you thought you thought were unclimbable.

- The double dash is an awesome reward. I won't spoil how to get it, but its really cool that it requires a challenge to get to it.

- Reexploring the world after the double dash is a great way for the player to rethink their surroundings and explore more.

- Experience no bugs, besides the poster under the green neon sign, but you already addressed that in your game page.

Some suggestions.

- Invert dash direction to align with neon blaster (unless you're going for a more difficult execution for wall climbing). When wallclimbing, I would jump to the wall, neon blast downwards, jump off the wall, neon blast downwards again, and then quickly move my mouse to where I want to dash, which felt very unintuitive at first. I feel like if the dash direction was the same as the neon blast, it would make it easier to wallclimb, but perhaps it might make it more unintuitive to dash if you were only dashing at first (as I was only neon blasting at first).

- Faster charge rate for ability usage (perhaps only when you're on the floor). I found myself using all of the abilities and depleting the meters, and when I wanted to continue exploring, I would have to wait awhile for the meters to recharge.

- More responsive jump. Alot of times I would jump across a platform and try to jump to another platform but the jump did not register and I would fall to the ground. I noticed that there is a delay after landing that you have to wait for in order for the game to check if you are jumping. I prefer being able to spam jump rather than having a delay to wait for.

Again, I am sorry for the insensitive comment. I really just thought that it was unfinished, and so I wrote the game off early. I'm glad to be wrong and loved replaying it, especially running and jumping across the rooftops. I will continue to play and see if I missed any secrets, even after seeing the end. I wish you luck on your future development prospects, and would love to see more of this game if you continue to work on it after the jam, or anything else you may create! And for you and me both, we should probably take better care next time and not push ourselves so hard on the next jam (that means no overnights!). Later!