This is a cool concept, I can see how it could end up being a bit too big for a month. I really like the Vangrolian rules, the concept of choosing between mutual support and advancing at the expense of another player is interesting. Would love to play more fleshed out versions of these games. Also sad I can't play Dinosaurs <3 Math. Nice works :D
Onarru
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Holy shit. This is as beautiful as it is copyright infringing. I finished the first level and got the yoyo and was already super impressed, then it kept going. My mind is blown at how well made this is. I haven't finished it yet but I'll definitely come back and tackle it when I have more time. Hats of to you and your team, this is one of the most impressive entries I've seen for any jam.
This was cool, pretty limited, but I know how difficult putting together a turn-based combat system can be so still impressive to do within the month. While trying to figure out the controls I took a bunch of hits and as a result went into the final fight with low health, and saw the same "purgatory" glitch as Majugi, but noticed that you can still play the above battle that continues after you die. Ended up beating the game in "ghost form" and actually thought it was pretty cool. One of those amazing glitches you only get to see from jams. Fantastic work, If you continue working on turn-based stuff I'd love to see more :D
Just finished my first playthrough (#teambree!) Really enjoyed this, especially since I've recently realized that I quite like visual novels. Pfail pretty much summed up my feelings, but I'll add that I think it's impressive that even though the choices are the same for each character you can still get a real sense of who they are (or at least who you think they might be) from their answers.
Well, due to a combination of a death in the family and some very hectic work weeks I haven't gotten much done at all besides a couple menus, and planning/design for the AI system, so I think I'm going to face reality and throw in the towel on getting a game in before the deadline. This does mean, however, that I'm freely available if anyone would like some programmer assistance/support. I'll also still be helping with the jam and checking in on people's awesome projects and I'm excited to see/play everyone's final results!
Unfortunately I haven't put the time into this that I should have and I'm pretty far behind. I Have the basic "drone" design menu up and running and setting stats in a model that gets stored for later building, but I haven't done the gambit style stuff yet. I might have to cut a lot of corners to get something working, but the more I work on this the more opportunity I see. I might even keep building this out after the jam.
It was a tough call between this one and The New York Witcher, but I've always loved automated stuff in games so I think I can take this one in a cool direction. My plan is to build a semi-automated RTS that represents hacking. You set up FF12 Gambit style decision trees for your units, then build them and let them do their thing. I've always been better at the programming side of things than visual design/art or story so this idea works without an artist/writer. However if an errant artist or writer have cool ideas for an art style or a way to get a story into a game like this feel free to chime in :D
This idea is a bit ambitious for a month, I should probably follow my own advice of keeping my pitch simple, but it's one I can't resist. I'll probably stream some of the development on Twitch periodically if anyone wants to keep up.