balenciaga gameplay for sho 🔥🔥🔥 thank you sexy
Regah
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I love you!! We were wondering that too, but it happens i guess! YESS the songs ended up super jazzy lounge-y. We had so so much content to add, but the group dinamics were a bit all over the place and they only settled like 2 weeks and a half into the jam lol. We'd have 12 bosses, the shots and drinks actually have them all working, there's a card table where you get quests to get in-run bonuses, and a gachapon machine that basically gives you completely random effects you can't remove that costs you money, etc. but for the actual time working that we did, it ended up at least passable. Thank you!
Ayoooooo loved you game super sexy visual i wanna touch the bartender inappropiately also i found a weird interaction which i don't think is intended, i got 2 D20, i shot both foward very close to the boss, and when it popped a somewhat high number like 17 it froze and spawned what appeared to be more than 17 bullets and their particles and such, it was like a white ball of particle effects and the game froze up for like 2 3 seconds and the boss got instantly oneshot. very sexy
Yeah i realized later its technically a web game, we had this running joke with my 5 friends who i made our actual jam submission game with, to unsubvert the theme from it, instead of interpreting, appying it to different narrative aspects, deepening lore and exploring its meaning, so 1 minute before closing time i wrote the joke game we talked about, a button that scales when you press it.
Youre absolutely correct lol. In all honesty this game is GARBAGE but we had an ungodly amount of fun making it with my 5 friends. We set up a LAN party and everything and the only one who had any remote experience with game jams was me. We made a lot of design mistakes that at some point we allowed because "fuck it its funny" so yeah the game is incoherent, self-unexplanatory, and messy. Yes, the cameras are insufferable and will often troll you lol. Thank you so much for playing!
What the fuck!!! This is so well made!!! 72 hours my ass!!!!!!!! The FEEDBACK on everything, is SO GOOD. The SFX, the physics menu where its like a demo of the gameplay, i love it. I did wish it would snap a wheel OUT of my hand when im holding it close to the bike body, rather than have to let it go for it to snap. This is super super well made, you guys are talented af.
The concept is pretty fun and its a very cool mix of ideas! I got to the end, where i just have too many fast food restaurants and whatever damage i take instantly get back, and either way, i first ran out of slots, i got the map to full. Awesome man, i love the art and it's super polished, the small animation details, the feedback, etc it's very good.
Totally! My projects in unity usually become playable after a few weeks of slow development and playing around in Unity, so i think someone else would've expected this to happen lmao. Though, the concept of the game for this Jam, although overscoped, i'm still developing it and i'll upload it to itch.io when i finish, since now i don't have to rush all the content.
I reversed the movement pressing a bunch of times V+M+P and i ended up going backwards, hoping i would find the hole to get in again. Unfortunately i didn't, but i did find the edge of the skybox and the map, and it was really fun to see it dissapear as i got further away, that unity default skybox never seizes go unseen by me, lmao. Very fun and entertaining game, the objective wasn't clear at first, but i slowly understood that certain doors would loop and flip the rooms, and others would just loop. I loved the text sections, and to answer to your question, i justwalked down that hallway out of curiosity, as the fog covers up the end of the hallway and it makes it a little mysterious. Great job! You're an insipration to me, as i also use Unity. Keep doing what you do!
P.S.: The first time i jumped i noticed, that the code that detects when i press Space, is sending out the signal on Input.GetMouseButtonUp instead of Input.GetMouseButtonDown, so the player only jumps when the space key springs back into place, so when you press space, it feels like there's a delay. I personally would suggest you make the player jump when the Key is pressed, instead of released.
Hey man! incredible concept! It might be too much to ask, but it would be a great game if it had a simple level creator, where you have your view on the right, and on the left there's a panel with some variables and sliders to edit your fractal, and then you just set start and end point, and be able to save it with some name, or something like it. Cheers!