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raysofnope

28
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6
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22
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A member registered Jul 17, 2018 · View creator page →

Creator of

Recent community posts

Thank you so much! I will do the same. I've got some catching up to do, but I will be around more now!

I was really hoping this would be featured. Fantastic job.

I adore this. The music and the assets work together to create a deceptively comfortable, hypnotic environment.

The aesthetic is really cool. I love the color palette, and the circling ammo is awesome. I know you're not done yet, but the ethos of this game  is pretty mature. I really hope you keep working on it. Thanks for sharing this with us!

Man I really want to play this, but I only have a Chromebook, and it's not powerful enough to run windows in a VM, but I will find a way. In the meantime, the infinity fox is adorable. 

Thank you so much! What's railroaded gameplay?

Thank you. This is truly the highest of praises. For a jam game, I couldn't ask for more.

Thank you so much! You value what I wanted to be valued and that is really validating. I wanted to be able to speak to the mind, body, and soul here. I hear you on the art. I did  intend for it to feel alienating, thank you for noticing, but I lucked into it. Hopefully next time, I'll be able to craft it. I think this game has gone as far as it's supposed to. It speaks truer with it's flaws than I think it would if it were cleaned up.

Thank you so much!

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Not providing a comprehensive tutorial was on purpose. The missing restart and dangling ending were just consequences of running out of time, but I think they work well here too. At least, well enough to do some experimenting in future projects. Thank you.

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If anyone else is interested, I'd love to explore unaccomodating/antagonistic design in gaming.

Thank you so much. It scales forever. There's no goal and no end.

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I may be stubborn, but I'm actually starting to like the lack of a reset button.

Don't get me wrong, you're all definitely right, but it's a thorn in the side, and something about that makes me proud. You just sit with it. It's a bit of discomfort in what is arguably the most accommodating artistic medium. No other medium offers a tutorial in every piece. Why should we? Because we have an element of interactivity? Yes, but that can be exploited. I'd like to experiment more with stuff like this.

I made it in good ol' html, css, and javascript. Dirtiest code ever. Being that it's web based and will most certainly lag, it didn't make good sense to spend precious jam time perfecting the loop, but I agree, it would have been slick. I used the p5js library, only to use the draw function as a game clock, and all the animations are gifs.

Also, I'm really glad someone else likes the aesthetic. Thank you for that.

Thanks for the feedback. I agree with the endings. I can see how it could be unclear that the game has ended. However, I feel that adding any more ui elements would gamify the experience, no pun intended, and make it cheap and disposable. It's bad design, and it's inconvenient, but I think it's supposed to be the way that it is to tell the story that it does, or at the very least, I don't know that nothing would be lost in better design.

Thanks man. I really appreciate it.

Click the Pedestrian (orange jacket) to change their hood. If the Ghouls (background) are smiling make sure the hood is up. If they're frowning, make sure the hood is down.

Originally, I did want to polish the art. I always wanted the Ghouls to be more cartoony than the Pedestrian, but with the same production value. I also wanted to draw a beautiful city. As time ran out, I threw these sketches in as place holders to test the code, and found a random city picture. I liked the aesthetic so much that I swapped out the background for a cc timelapse, and submitted it. I know its not for everyone, but sometimes I like to see the process in the piece. This game has a vibe somewhere between b-game and mixtape.

Thank you for the feedback. I left a lot of instructional text out to offer an in medias res experience. I like games that put players in a position of weakness and require them to discover the core mechanics. At this small a scope, providing little direction is one way of doing that, although not likely the one to render the most reliable result, which I'm okay with. Plus, if the game is frustrating, that's consistent with the theme. I only added instructions to the page because during a jam, a speculative game can be easily dismissed as an incomplete one.

Thank you. It's endless. I didn't include a progress mechanic because the Pedestrian could be walking anywhere. There's no goal to reach, time to beat, or princess to save. The walk is mundane. This is just a regular day.

Agreed. Thank you.

Thank you. I really appreciate it. Maybe we'll both be in the bootleg jam with @Salsadix.

Solid response mate.

Thanks for commenting. I added a TL;DR tutorial if you want to try again. I can't seem to find "Nobamboo." Do you have a link?

This is dope.