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revengeZN

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A member registered Jan 12, 2020 · View creator page →

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Thanks, i dread the process of animation

Day 6? 7?
i forgot to count AAAAAAHHHH

slow progress, but progress nonetheless.  Oh man i really don't want to think about making the animations and sprites

Day 5


Looking nice ngl. 
If it wasn't obvious yet at this point, i intend to use elements from the games Lufia2 and Old School Tales series. Awe man that already sounds way too ambitious.

Bonus progress for today


Finally added seamless transition into battle. It's not just a puzzle game anymore

ty, but sadly, progress is not as good as I expected. 

Day 4(?)


Refined the battle system a bit more.

Now i really need to do the worst and most time consuming part, making art assets for everything.

Thanks, this jam has been haunting my nightmares and i want to overcome it by making a playable game. Having experiences from my past failures helped a lot this time, ironically.

Day3

Squeezing in a battle system here.  The yellow logos are placeholder sprites for the attack animation.

The puzzly top-down view is still there, the battles are just a bonus IF i complete it on time.

Day 2

Just planning and slowly building up the foundation of the game

turning it into a puzzle with focus on grappling or something. Or probably a mix of something else too.


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Gonna keep devlogs simple this time.

1st day - basic movements



i think i'll turn this into a puzzle game. probably. "Locked" is an optional theme too after all.
Gonna keep making it related to Touhou though, just like my previous submissions.

1. Hi there! What's your name? Want to introduce yourself?
'sup, the name's revenge

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?
Yes. I want to actually finish a game this time, unlike my previous entries which were only 40% finished.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
RPGs

4. Do you have experience with game development? What did you do/with what engine?
 A little bit. Godot Engine.

5. Tell us about something you're passionate about!
I just want to commit to something.

6. What are your goals for this game jam?
To finish the game, even if it is really short.


For returning jammers:

7. Any advice to new participants?
Treat it as if the jam only lasts half as long as it should.

8. What can the admins do to improve your jam experience?
I dunno, maybe add milestones or something.

9. What are some of the past works you've made for the jam? Show off your favorites!
Unfinished game#1 and unfinished-Game 2

Day 8 - Animations

Although it looks like I'm ahead of schedule, I'm really not.
I've decided to make some animations first since designing the level got a little too overwhelming.



By now, the chances of me completing this by the final day is pretty low.

Day 7 - Ladders and Progress check

finally impletmented the ladders. Those aren't really as important so I'm no gonna put screenshots of those.



This isn't looking too good.

Green Checks are things that are successfully finished.
Red Triangles are those that are yet to be done.

I've barely completed all the functions and yet I only have half the time left. I also have to add in the features that I thought up on the spot but those aren't even gonna help with speeding things up. In fact, it's the opposite.

Day 4-6

Forgot to update because I've progressed very little within those days.

For starters, the map has been planned


  

The green ones represent the ladders, the yellow things represent upgrades, the blue ones represent the possible random enemy spawn points. Purple is for puzzles.

also



I finally made a working AI that reacts to you, the player. It will run away as soon as it detects you.
It can hear your footsteps from a certain distance if you don't move slowly, and it can also see you if you don't crouch and hide behind objects.

That's about it for now. I'm getting less and less confident that I'll finish this in time

Day 3 - More Polish and Functions

Added some placeholder sprites.
The player can now kick the head and teleport to the head's location once the "kick" button has been released.
This will be important for the gameplay later on.


Eyy, i was remembered! Thanks!

Day 2 - Improved Movement and Basic Functions

Basic movement such as running, walking, crouching and jumping have all been improved and polished. No more Glitchy standing up.

The player character can now also spawn objects for offensive purposes. This idea was used in my previous gamejam game as a way to create a platform you can step on, but this time it's for attacking or solving puzzles.
 This is the only function available at the moment.


I still need to re-learn stuff because Godot updated their codes and some of what I learned long ago no longer applies in the present.

Day 1 - Basic movements

Finally managed to add in crouching, running, and walking. This is essential if you want to feel sneaky.

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I haven't started yet. I'm just planning on what to do so that I don't lose track of what's important later on.

Game Engine: Godot 3.2.2
Game Type: Puzzle-Platforming

My goal in making this game is to see if I can create an A.I. that can move on its own and to make the player interact with it by grabbing it. I will be using the knowledge in a future game if I am successful.

For this game, I will be using characters from Touhou Project for the sole purpose of keeping me sane throughout the entire duration of the development.

THE PLAN and IDEAS:






DAY 0 - PLANNING AND BRAINSTORMING

This is happening right now.

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1. Hi there! What's your name? Want to introduce yourself?
'Sup, the name's Revenge.

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

Yeah. It ended up as a disaster last time, but this time, I plan to try again and end the jam with a better game.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

Touhou. Yeah, all of them.

4. Do you have experience with game development? What did you do/with what engine?

Yep, with Godot engine. And to an extent, Warcraft III world editor which is surprisingly a pretty great tutorial for beginners.

5. Tell us about something you're passionate about!

Touhou and weebstuff

6. What are your goals for this game jam?

To try again and do better than last time.

Thank you for all the feedback. I've taken your issues into account and updated the game accordingly. It's a bit less frustrating now :^)

Played the game and I enjoyed the graphics and music.
The gameplay is enjoyable and the controls are smooth, however, the game itself can be brutally difficult at times and needs lots of trial and error, especially at the final part. I didn't expect that message at the end of the game XD

The launcher fixed the game for me as well. It would crop out the rest of the game when I previously tried it out. It has something to do with the aspect ratio, i think.

I managed to beat all levels and the game surprised me because I enjoyed it more than I expected.
It's very amusing though when you copy the enemy's moves and use it against them.

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Feedback time.

Regarding the math of the game, success rate of the traps beating the Hero are:
Easy - 35%
Hard - 60%
Deadly - 85%
(-5% with "Get Stronger" and -15% with "Skills")

The question is: Do the bonuses carry over to the next death? Or do they reset when you die again?
With this in mind, the "Bonuses" are either easy to abuse  or they only help a little bit.  

-If they do carry over, the "Get Stronger" bonus would be very broken. For example, assuming that you have 12 lives, you die 8 times and "get stronger" each time, you now have +8 to your rolls(+40%  chance of beating traps). The real problem is when you have more than 17 lives because dying 16 times essentially makes you invincible.

-However, the game would be balanced and fair if the bonuses are reset every death or you can only stack them a limited amount of times.

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Thank you, the feedback means a lot.

As for why the MP mechanic existed, it's mainly because copy-pasting the hp bar to save time was just way too tempting. My bad there.

About the areas where you are forced to wait,  those parts were intentional because I wanted to make the player focus on something else while they were waiting, such as examining how the enemy they are seeing on the screen is behaving (This is evident when you see the first Red gel), or to plan their next step.  Sometimes "waiting" is the punishment for screwing up a jump.
In the end, I didn't do a good enough job to convey that, so the error is on my part as well.

Game Title/URL: The Mediocre Fairy Wars!

Pitch/Information: A normal 2D platformer

I'd like feedback on: Anything, but opinions on difficulty preferred. I need to know if my sense of difficulty is skewed or not.

I need help on: How to implement "Saving" and "Loading" data or progress on Godot.

Thank you for giving my progress some attention

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Last update:

Final version of the game released.
I managed to put in some animated sprites and music. A shop and  a boss fight also made its way in somehow. 
It's a shame about the sprites for the generic enemies and item pickups though. I couldn't change them because making new sprites is too boring and time consuming.

And about that really old copyrighted music at the end when you beat the game... Never mind, I'll leave it at that.
In the end, it's just for a joke. I'll change it if necessary though.

Link to game:

https://itch.io/jam/my-first-game-jam-winter-2020/rate/555614

Released a Demo:

https://itch.io/jam/my-first-game-jam-winter-2020/rate/555614


If you noticed, the cover looks different. I will use the actual game cover above once I post the last update.
In the mean time, I'll stop with the daily updates since I only have few, but very time consuming things left to do.

-Music
-Animated Sprites and better tilesets
-Items
-Shop
-a Boss fight at the end

The game will be very short since I don't really intend for this to be a full game.

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Much appreciated. I suspected as much that the movement feels wrong, but this confirms it. I was kinda lacking opinion from others because I was the only one able to it, this is a great help.
As for the music, I'll just find something copyright free from the internet if I can't make one in time.  ;_;

Day 9 -

Gate functionality and enemies! Working HUD! The pieces are all coming together!

boing

Finally figured out how to make enemies yeeeee

Just gonna post the days I missed all at once.


Day 6 - Change in Title and Game direction

I have decide to change the title and the way the game works. Of course the story changes as well. This is the game cover btw.

The game is now called "The mediocre Fairy Wars" in reference to the Touhou game "Great Fairy Wars" since this game borrows elements from "Great Fairy Wars".
Previously called "The Fairy Squad" where you are supposed to control a team of faries who switch between characters during the game and a supposed boss fight against Okina the secret god who sits on a wheelchair, you now control only Cirno, who's out to get revenge on the other faries, well in this case, just Sunny, because the game only reaches up until that point. 

Instead of focusing only on puzzles and platforming, I'll be adding some sort of minor combat as well.


Day 7 - Literally nothing

Had to go out and sleep at another house. Had no access to my computer during this time.

Day 8 - Gameplay updates, Bug fixes, and Transition effect

In this gif, i set it so that the character has unlimited MP. That is not the case in the final game.

The Gameplay Update -
You now only play as Cirno and the summoned blocks now have physics to prevent abuse where you can fly just about anywhere.  There will also be obstacles and enemies. At least that's what I plan to add in the near future.

The Bug Fix -
There was a bug that causes you to get stuck when you attempt to summon a block while there is a tile above you. Now you can no longer summon a block if there is something above your head.

The Transition Effect-
I finally figured out how to do transition effects! Thanks to CryptidMimikyu for the help on this one.



Goals for tomorrow:
-Improve the character movement
-add basic enemies
-add some obstacles
-add Items
-add actual HUD elements that display your status
-better tiles
-some sound

lmao that ending got me

(1 edit)

Day 5

Added some more polish to the gameplay and I also managed to clean up my messy codes. At least I think so.|
Just like yesterday, there's not much progress  with the game other than making it feel slightly cleaner.

With the direction this is going, i think I'll probably ditch the "wheelchair" gimmick while I still can. I still haven't made the moving sprites yet after all.

To be honest, I don't know what will become of this game in the following days.



Goals for tomorrow:

-I dunno. I'm kinda confused right now. I'll should probably just work on what I can.


That's all for today.  I might rename the game soon, since at this rate, it'll be impossible to make a whole "Squad" of playable characters before deadline.

Day 4

Not a lot of progress today.
However, the camera issue during character switching did get fixed.

Finished the first level or "stage 1" if you would like to call it that. It's basically a tutorial stage so it's very short.

There will be actual puzzles soon.
In the mean time, i was also able to manage to allow the other playable character to shoot in all directions.

Might be useful for shooting blocks to solve puzzles... or against enemies.  i dunno

I plan for certain actions to cost mana to prevent spam or abuse.

Too bad about the music, I didn't even get the chance to attempt in making some.


Goals for Tomorrow:

-Music or sound effects, maybe
-Level 2
-Some animated sprites if possible
-HUDs


That's all of the progress for today. Quite a small progress, if I do say so myself.

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"i would bounce between things whenever they got really frustrating or tiring"
I should definitely give this a try.

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Whoa! Thanks to you both for the feedback! I appreciate it
Now then, update time.


Day 3

First things first. Gameplay related updates

Today's Accomplishments
  • Improved the texture of the tiles slightly
  • Added new character sprites ( but they're still placeholders though)
  • Polished the block creation function (player character no longer teleports away, blocks now linger and then disappear after a few seconds)
  • Character switching now works with no almost no errors
  • Added an MP meter to see if I could work with it (Switching Characters cost 1 MP)
  • Added a text that tracks the very moment the MP of the player character regenerates
  • Completed the layout of the very short "Level 1" (now I just have to add obstacles and puzzles)


I spent quite some time trying to look back and forth between different google results just to make the "Block Summoning" work without glitching out.
My concern is regarding today's progress is the Character Switching camera movement. It looks like two different footages were spliced together, when in fact that is not the case. Maybe I should hide the weird camera movements by flashing the screen every time a Character Switch happens.

Anyhow, as you can see, the graphics are still a little rough, so I'll have to spend some time in the future just to make them look at least presentable.
Onto the next news...

Concept art

...Yeah. They're a little rushed.
The two characters you are seeing right now are Cirno and Sunny Milk from the Touhou Project series.
In this game, Cirno can create ice platforms that anyone can step on and Sunny can shoot lasers that destroy objects. There will be more stuff in the future of course.

Anyways, since there are only two playable characters at the moment, I've decided to make some concept art for the two of them. This means that what you are seeing right now IS NOT the final design of the characters. I'm still brainstorming about what I want them to actually look like. In the mean time, this will do.
I want their designs to be not far from the original, yet as simple as possible. I don't wanna suffer when I eventually make their real sprites.

Because I plan for the game to have some sort of drawn story cut scenes, I decided to make up some new and simple designs for them, I don't want to draw intricate patterns on their dresses all day after all.

You may have noticed that there is a "Sprite Version" and "In-game Sprite". The "Sprite Version" is just a temporary placeholder for my current character sprites. Meanwhile, the in-game sprite is what their actual sprites would look like in the game.

What's with the wheelchair you ask?
The truth is, this game is actually loosely based on the final arc in the Official Manga called "Visionary Faries in Shrine". If you have read that manga before, you will understand the reference, but if not, well... I don't wanna spoil too much. All you need to know is that the Wheelchair is important to the game.

Stone Forms
Well, actually, these are supposed to be "Stone Cherries" from the manga referred to above. These are what we will be calling "Power-ups" and the reason that we can switch and play with only one character at a time. I don't have any more info I can give at this time.

I'll  probably draw another concept art some other time.



^ temporary game icon

Goals for Tomorrow

  • Add some puzzles and obstacles for "level 1"
  • Try to implement the "Shooting Lasers" ability for Sunny Milk (the red character)
  • Fix the Character Switching camera or at least add flashy effects to hide the glitchy camera movement
  • Maybe try making some sound effects or music. There's probably a ton of free software out there, and I can just watch youtube tutorials.

That's about it for now. I probably won't do anything too big tomorrow. I don't wanna pressure myself.

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Day 2

After lots of time and extensive research (a.k.a. non-stop googling), I was finally able to learn how to add backgrounds with parallax effects.
I was also able to implement the character switching mechanic, yay! I'm ashamed to admit it, but that one took hours to figure out.
This is already too much for me.

Maybe I should just cool my head and just draw some stuff tomorrow, such as concept art/icon/logos just so that I could get some sort of direction.
Also the ground and tiles needs some more work, so I'll try to make them look better some time soon.
Animating sprites will come at a later time because those things take too long to make.


The controls and movement are a little rough around the edges but I'll polish them as time goes by. I still can't figure out how the GOD DAMN slopes work though, so they're going to be just for decoration in the mean time.

My current goal is to at least make a perfectly playable level 1 and two functioning playable characters, Cirno included. I don't want to get ahead of myself so I'll just focus on the small things.


TL;DR
Today's Progress

  • Added some sprites and Background
  • Added new tiles
  • Added Character Switching function

Goals for tomorrow

  • Draw some concept art
  • Draw Icons/logos/more backgrounds/more tiles
  • Create 2nd playable character
  • Try to create the first level

That's all for now. I don't want to overextend myself and try to do things that I'm not prepared for just yet.

wait, what the heck. How do i delete a published game. I thought it only saves as a draft

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Day 1


Some small progress. This is a lot harder than I thought it would be. I spent a lot of time just trying to make that one small block near the end appear the way I want it to.

Since the core of gameplay is almost there, i guess I'll focus on art assets tomorrow.  I will turn that moving block into Cirno, or at least a placeholder Cirno. The gameplay comes first before the looks after all, not that I expect this one to turn out  really good -_-
As for the music... gg.

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A touhou fan game staring Cirno and the other fairies from the series. Name subject to change.
The game will be a 2D puzzle platformer where you can switch between characters and use their different abilities to solve puzzles.
Despite the series being known for flying characters, there will be no flying in this game due to gameplay reasons, and if there's enough time, plot-related reasons as well.

Made with Godot 3.0.2 Stable
The current goal is to at least get a working Cirno Character with placeholder art and at least a playable level within 2 or 3 days.