Skip to main content

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

RambleHouseGames

8
Posts
3
Followers
A member registered Jan 05, 2020 · View creator page →

Creator of

Recent community posts

I figured it out.  It's a Catalina issue.  If anyone else is having the same problem here are the steps to fix it.

  1. Move the app out of your Downloads Folder
  2. Right click the app and open package contents
  3. Find the executable in Contents/MacOS
  4. Open Terminal
  5. type "chmod +x " and drag the executable into the terminal to paste the path
  6. hit enter
  7. run the game

I'm guessing that this isn't the only jam game with this issue.

Now with that out of the way, GREAT GAME!! WELL DONE!!

Images look like fun, but I can't seem to get the Mac version running.  I'm on Catalina which might be the problem.  Any ideas?

Thanks for playing!

Great Start.  I imagine that after a bigger world and more content is added, this would feel a lot like slime rancher.  I like the combination of a bright colorful world and FPS controls which are almost always relegated to grim-dark games.

As I'm sure you already know there are some technical issues with the build, but that's how jams go.  Game mechanic wise I think the only really unique aspect is that the buffs respawn from plants periodically, so I'm assuming that that's the connection to the theme.  "A bountiful harvest of health and bullets" interesting take.

Well done!!

(1 edit)

  Thank you for taking the time to write such comprehensive feedback.  I agree with all of your points.  I made a huge mistake by spending a lot of time on the models and animation, which meant that I ended up submitting my testing level with UI that was hacked together within 20 minutes of the deadline.

  The original plan for the bounties was actually a bit more complex and the world was meant to be much bigger, which I think will solve some of the "waiting around for a pirate that you're probably not going to reach" problem.

As for the UI and controls.  Agree that in it's current state it's very uncomfortable, but I think the right click to move might still be a viable scheme.  I think the discomfort is mostly being caused by the camera position, which is actually only where it is because I was testing animation and forgot to put it back.  With the camera in a more Top-Down position and if the move speeds of the character, the punching glove and the pirates are balanced, I think the right click to move will play a lot like a MOBA.  What do you think?

Also, great job on Crimson Soil!!

Cool idea!  I like the idea that the player decides how much to take on, and has to weigh the availability of points against the possibility of death.  Art and animations are very nicely done.  Controls are comfortable and intuitive but might need a little tweaking for accuracy, the bullets don't seem to go exactly where I'm expecting them and the seed placement position and animation don't match up, but that's getting pretty nit picky on a 48 hour build.

  All in all: great concept, great execution.  I love it.

Great feedback.  I couldn't agree more.  I came right down to the wire on this one and the UI definitely suffered as a result.  I have a long list of things I didn't get to on this game, and proper UI is right at the top.  Your game Coconut Chocolate Bar Bonanza will definitely be in my inspiration list on my next jam to remind that execution trumps higher poly models and animations.

Well done,

  The idea of a game jam is to FINISH something in a short period of time, and I'm impressed at how complete this execution is.  The concept is simple, but no detail has been missed.  Also "Bounty" => "Chocolate Bar", nice take on the theme.