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Roxanoel

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A member registered Jan 04, 2021 · View creator page →

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Yeah I did not have enough time to make more than one level, but my inspiration was a Kill Bill kind of story! Initially I wanted a sort of tutorial level where you wake up and need to go find a gun, but I was too busy at work to pull this off within the time frame

I think it depends, if you use free asset packs I do not think any of these is necessarily more difficult than the other, although if you make your assets from scratch 2D is likely easier. 2D also makes it easier to optimize for performance. But 3D also has its advantages, I find it makes level design a bit more intuitive and animations are much easier (you can basically attach an animation to any existing rig, which allows you to reuse animations, whereas with 2D you need spritesheets for each model)

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Yeah I totally hear you for the shooting! I think this kind of shooting would have worked better if I had constrained all movement (enemies and player) to the grid, then that kind of shooting-where-you-are-looking would make more sense in that context, kind of like an old GBA game.

Also, there is music (or a looping ambient track) in every single scene, although I lowered the volume a bit to ensure it was not too distracting. I had no issues with the music when I tested the build but I will check with other devices in case something went wrong, I will try to figure it out!

Two places to check:
- Set the resoltion in Unity, in the Player Settings (in your projects settings, or accessible on the Build settings page)
- Set the resolution of the player on Itch. When you select that the file will be played in the browser, you will see a bit below that there will be an option to set the resolution of the player. Just make sure it matches what you put in the player settings!

Also, if both of these do not work, look at your UI canvases in your Unity project to ensure elements have the correct anchors and pivot points. For WebGL, I prefer to set my Canvas scaler to scale with screen size and put everything in the same resolution I will end up using in itch.

Agreed, I already knew the basics of how to use GitHub but learning how it all works was quite hard at first, and I still feel like I need to learn much more about git. I find that the learning curve is quite steep and it is fairly hard to find a place that explains it completely from scratch, usually the pages I found tended to take for granted I knew certain things I was actually not familiar with. Once you become more acquainted with it it gets super simple to use, but it is quite hard to get on board at first!

This was my second jam, for some reason even though it was 10 days (and not 48h like my first jam) and I picked a simpler idea, I had a much harder time this time around! It may be because for the first jam I devoted my entire weekend to it and had no other duties, whereas the last two weeks have been extremely busy (I am a PhD student and I have teaching duties, and my undergrads needed revision sessions before their exams, so it was quite chaotic). This has really shown me the importance of making a timeline, prioritizing features, and setting distraction-free time to work on my games! More time does not necessarily mean the result will be better. Also, I started off being a lot more organized and purposeful in my architecture, but as the time went by and I felt the pressure, I started writing spaghetti code and... I came to regret it, I have to say! This is a great way to remember: do it nice, or do it twice!

Nice aesthetics! The inverted controls made it quite difficult and frustrating at times but I like the fact that the screen was made to "wrap around", that was quite helpful! 

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Agreed, it was intense! I did a 3-day game jam prior to this one, but somehow felt more out of breath with this one. Plus, I had so much work to do that I found it hard to juggle the jam with the rest of my responsibilities! At least, I had decided from the get-go that I would just treat this as a practice project and that I was not trying to come up with something revolutionary, just a good occasion to try a few concepts I wanted to work on with a strict deadline to ensure I actually finish it!

Against all odds, I made it! This was an incredibly busy week with work, and I was afraid I would not be able to make it. I only had a few little hours here and there to devote to this jam. My game is much smaller than I intended, and lacks a bit of polish, but I am proud that I managed to persevere and deliver something in time! I mostly wanted an occasion to practice using the timeline and the new input system, so the game is not overly creative on the design side of things. Please do play and provide comments, I intend to improve this game in the future when things have calmed down a bit! 
Link: https://roxanoel.itch.io/until-death-do-us-part

To be transparent, one of my inspirations for the game idea was the Pizza Pass minigame in the Zoombinis, a beloved game from my childhood.The mechanics are quite different because I wanted to honour the "one rule" theme and keep it as "one rule per customer". However, Pizza Pass has voice-over and I did think it could be a fun way to present the feedback on many levels (not just visual), however it is quite challenging to implement and would require changing the game loop a bit (for example, instead of having all the preferences shown at once, they would be shown one by one in succession). An interesting proposal, unsure if I'll be able to integrate it to this game without massive changes, but voicing over would be something I'd like to explore down the line.

Thank you, glad you enjoyed the game :)

At first I was not sure I would spend much more time on this game after the jam, as I have other projects on the ice, but seeing the response here really makes me want to spend the time to polish it and make it into a more finished product!

Thank you for the change, it is much better now! Still hard to not get outrunned by the screen since it starts out fast but I can see the character correctly now and it's much more playable, thanks!

Loved it! Obviously, with the time constraint, it was not possible to have something like a custom music track that matches the gameplay perfectly, but it did not detract from fun. If anything, it acted as extra challenge because I had to rely on visual cues and not let the audio distract me, which I ended up quite liking. I think it became a feature, honestly, because it made it feel like it was a twist on the genre.

I'm a big fan of horror movies and horror games which are not shooters, so I liked this! I find that horror is probably the hardest genre to do right on a budget and strict timeline, because it depends so much on building a spooky atmosphere. I think you did a great job on that front, even though that's quite the challenge. I'd really love to see this game updated in the future, it has a lot of experience and if you do find a way to make your own assets (or have someone do it) to get something more cohesive, it could be a genuinely awesome game. I would see that working on tablet or mobile, for example.

I'd really like to, quite motivated by all of the super insightful feedback I'm getting here!

Good idea to show previous combos. I'll think of a way to do this smoothly, I'm taking an online UX class because, among other things, I feel like I need to learn more about how people navigate digital products and how to design good UI. That's why I wanted to make a game that's mainly interacted with through UI, it was a good challenge for me, but I still have much to learn!

They are randomized, but because I lacked the time to design a mechanism that would prevent impossible-to-win combinations, I had to have one parameter fixed (by a SerializeField bool) instead of randomized as I had originally planned. Basically, each patron will either: want/not want [random item]. I experimented a bit on how best to randomize the want/don't want parameter, because it can significantly affect difficulty, but found that the best balance (not too easy but not too many impossible games) was with having only one character be of the "wants" type and the two other ones are "does not want" characters! You can figure out which one out of the three always wants something specific, shouldn't be too hard now knowing this is the case. Once I can modify the game again though I'd really like to find a way to prevent impossible matches, I'm obsessed with this! 

Very enjoyable, feels quite polished and consistent. I had a funny bug which I do not understand, but one time when I respawned after falling off the slope bit, the camera went all crazy (although it went back to normal after a second or so). No idea how to replicate that bug, ha! But it didnt distract from the game or make it any less fun.

Very enjoyable, feels quite polished and consistent. I had a funny bug which I do not understand, but one time when I respawned after falling off the slope bit, the camera went all crazy (although it went back to normal after a second or so). No idea how to replicate that bug, ha! But it didnt distract from the game or make it any less fun.

This is a fun idea, I loved the game over screen! I don't think I would have figured out the thing with the "pause" menu if I had not read it here because nothing in the game indicated to me that there was such a thing, so maybe you'd want to hint to that as well, perhaps just by having an "escape button" logo on a decor element or something like that to make the player want to try it. Good job on delivering a fun experience with an interesting concept

Wow that is dedication, that's nice of you!

Wow, very ambitious to do your own voice overs and implement so many game mechanics in such a short time, you are very talented! I would have benefited from the controls being introduced, but I did manage to figure them out fairly quickly as they are at least standard controls. Be that as it may, I think this game has great potential if you want to work on it in the long run and polish it!

Could not play either, hopefully you can republish it later on your page even if the jam is over!

I love the way it looks, it's very playful and satisfying. I lost quite a bit of time because my browser displayed the game weirdly and I could not see the loot crates so I had to scramble haha. The frantic nature of the gameplay reminded me of playing Overcooked with friends. This makes me thing this game could be fun as a local multiplayer (one player controls 2 rules, the other controls the 2 other rules).

I really liked the aesthetics and the feel, the graphics reminded me of old RPGs I played back in the day, like Gothic and such. However because the tunnels don't have a lot of distinctive features I spent most of my time lost and unsure how to find my way 😅 The scope of the game is impressive for 48h but maybe keeping it smaller would have helped with pathfinding without being as time-consuming as elaborate level design

I liked the animations, they feel quite bouncy and satisfying!

Thank you! I feel like I might revisit it and explore the idea of logic puzzles some more; a good coding challenge for sure!

Thank you very much, good to know the hard work has paid off even though I had to let go of some features

Thanks! I had the "play again" button AND the "reveal preferences upon losing" on my to-do list but by the time I got to it, I had to draw things to a close! Would love to implement those once the jam is over though, happy to known that would be appreciated.

Thanks! I got most of the 3D assets from the POLYGON packs by Synty, do check them out, some were offered for free not long ago and they are just amazing for prototyping.

Thank you for the kind words!

I had not thought of having descriptors for meals but it's a good point! I'll think about how I could implement this, design-wise. Thanks!

Thank you for the feedback! I definitely think it's a good shout to add more feedback so that the player gets more clues!

I love this,  a nice twist on an old classic!

Love the concept, the game works well and feels quite polished 

Really beautiful result and quite impressive for a beginner Game Jam! 

Thanks, that is helpful! I was thinking of adding a way to track the reactions, but because of the time constraint I could not find a way to implement this within the right time frame. I was also thinking of having more clients and having them leave as they are satisfied, and try to do the most the quickest, but again this would have been a lot more time consuming to implement. Thanks for the feedback, in any case, I'll keep that in mind for the next games!