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A member registered Jul 09, 2020 · View creator page →

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The story was ripped from one of our DnD campaigns, which is why there's so much detail despite it not being a priority. If your problem with the art is that it's too noisy, then the nice, polite, and constructive way to say that is to say it's too noisy. We are not game devs by trade, so our workflow perhaps isn't as streamlined as it should be. Plus we got a late start do to work and personal factors (we didn't actually start on the game until about mid-day on Saturday). I'm done replying here. I'm well aware the game isn't "good", and I plan to make improvements (including to the main mechanic, which yes I agree wasn't done that well).

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The game is nowhere near what I wanted the final product to be and I honestly wasn't fine with it until I read other comments in the thread. If you read my responses to the other comments in the thread you can easily see my own thoughts on the game and how I feel I could improve it, and how I plan to improve on it once the rating period is over. It's not the fact that you're critiquing the game. It's the way your choosing to go about it and the quality of your criticism. Yes, this game is below the standards of other games in this jam, and it's also above the standards of some other games in this jam. The goal was to make a game that achieved a rating of ~3 stars or so, as that would be outperforming our submission from last year. If we get that and manage to improve the game later then I'm fine with it. The problem with your criticism is that it isn't helpful to say things like "the art hurts my eyes" and to complain about how the story is bad when the story wasn't even the main focus during development and to complain about us not using the tools we have when we literally were. 

Yeah, in hindsight if I was gonna make them just stand still I should have set them to static lol

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Thanks for your comment. I can tell the criticism is trying to be constructive but it comes off as condescending, especially when you incorrectly assume our ages, straight up insult the artwork ("it looks like it was drawn in ms-paint" and "it hurts my eyes" are definitely not constructive comments to make), make suggestions for fixing the story that simply wasn't feasible for us to accomplish with our workflow as a two person team in the allotted time, and assert that we aren't using Unity's physics when we are (Edit just to make it more clear: Literally all of the movement is physics based). Honestly, I can't tell if you're a game dev or not but your comment comes across as someone who hasn't participated in a game jam holding us to a higher standard than necessary. 

Edit: I might keep adding edits because I keep finding things to respond to in your comment, but I also wanted to add that you didn't even take the 2 seconds of effort to check my page to see if this was our first project or not before just assuming it was, which is another thing that makes your comment come off as ignorant and condescending.

Sorry you encountered that bug! We had very limited time for testing and didn't catch it. We also didn't have quite enough time to animate the enemies, although I agree it would have added a lot. The final boss is supposed to have a random chance of dropping a health potion in front of you every time you hit him, but this may make it difficult to fight him if you didn't have that much health to begin with when you got there. Again, we had limited time for testing. I think I only played through the submitted project once, and even then I think I got to the boss by just jumping over all the other enemies. 

Thanks for your feedback! I'm glad you enjoyed the story! That was the work of my artist/girlfriend and I feel like she did a great job with it.  I kind of intended for shooting the magic to feel slow and stop your movement to add some difficulty to it, but I think some more work needed to be done on the monsters to make that approach viable.

Thanks for your feedback! I agree with you about the lack of polish. Unfortunately we bit off a little bit more than we could chew and that led to some pretty significant compromises in what we submitted, the biggest of which in my opinion was level design. This resulted in the straight line path with enemies just spam-clicked in seen in the final product. I'm glad you enjoyed, and you can probably look forward to improvements once the rating period ends!

Thanks for the feedback! Unfortunately we didn't really get enough time to animate the enemies to add proper telegraphs. I tried to add a particle effect to telegraph the attacks but I'm not sure how effective that was, especially since I completely forgot to limit their range so they shoot at you from off-screen. 

Cool game! It took a while to figure out what to do, and the controls could probably use some refinement, but I think the concept is inherently fun.

Thanks for playing! I definitely agree on the camera, but the player plane is actually based on a Grumman TBF Avenger.

I've already been working on an update for after the jam that fixes the background problem and adds some new mechanics and sounds as well, unfortunately the jam happened on a weekend that was already pretty busy for me so I didn't quite have time to polish everything up. Glad you enjoyed!

Thanks for playing! I'm having fun watching your stream!

Thanks! I do intend to make some small improvements after the jam, such as fixing the background and adding sounds, and I'll probably put in a scrapped enemy I had in mind but didn't have time to implement. I'm glad you enjoyed it, though!

100% agree. I tried on the background but messed up and ran out of time to fix it, and the sound I just didn't think was a big deal until I played some other people's games.

I completely agree, I wanted to have a background with more detail in it so you could see everything moving below you but unfortunately messed it up on my first attempt and didn't really have the time to fix it. With my original temporary background it felt much better. 

Thanks! All the planes move forward at a constant rate and have a set turning speed. The AI for the player plane chooses a random direction to turn (or to go straight) for a random amount of time between 0.5 and 2 seconds, and just does that over and over. The enemy AI just constantly tries to rotate towards the player. It's actually super simple, and I was surprised how well it turned out!

I really liked this game! The last level especially was really fun because it felt like I was rocket jumping in Team Fortress 2, but with a twist. Would love to see this fleshed out!

Thanks! The plot came about from just riffing on the premise with my friends. Someone pointed out that I had chosen to base the enemies on German fighters and the player's plane on a model that was really mainly used in the pacific so I figured "eh, the pilot is probably just that drunk" and ran with it.

Thank you! I have a few changes/additions I'd like to make, but I don't see myself supporting this project long term after that. This was my first game jam and my first introduction to this site, so you can probably expect to see me making more stuff on here in the future!

Thanks! Sound was very low on my priority list, and I didn't quite have enough time to get it added in. In retrospect I probably should have focused on it more than I did because coming back to my game after playing other submissions makes me realize how much sound can really add to a game. It was my first game jam though, so that's something for me to keep in mind for next time.

Was not expecting the twist at the end or the social commentary, very interesting submission

Couldn't get the game to run

Could almost be a rage game if you found a way to make larger punishments for small mistakes, I really enjoyed it 

I really liked the game! I didn't get very far because the reset button takes you back to the first level, but I had a lot of fun!

I love the direction you took the theme, and it looks like there's some great puzzles that can come out of this concept. Looking forward to seeing what you do with it!

Very interesting game, I think it could develop into something really fun if you choose to keep working on it

I like the concept and it's a shame you didn't have enough time to finish, I think you should definitely keep at it!

I would absolutely love to play a full game build around this concept, I was left a bit disappointed once I figured out how things worked and beat the level only to discover there wasn't more

I like it, but I couldn't get passed the third stage because the jump button would only sometimes work.

Very cool concept! Would love to see the grapple-to-steer mechanic fleshed out

So I tried to do a run where I get to the end room with all 4 cubes and accidentally discovered a soft lock in the last puzzle room when I accidentally unpaused with only one cube left in the room with me. Very fun game, would like to see the concept expanded.