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SametHope

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A member registered May 07, 2020 · View creator page →

Creator of

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Thank you for playing & sorry for the confusion. The reason is likely purple droplets, they deal max hp % based damage when destroyed manually and are meant to be avoided, but game does not teach about this mechanic as it should. Hope it wasn't too disruptive. Cheers!

Pretty enjoyable but it can be hard to see enemies due to particles from time to time

Difficulty fluctuates a lot but I like it

Released a small patch that nerfes the slowdown upgrade and makes the evil droplets purple instead of red to signify they are bad / out of place :)

On the other hand, keeping red droplets and having them heal could be pretty nice.

Thank you!

Thank you!

Although I am not directly continuing to work on this game, I am actively prototyping variants of it to see what works and what doesn't.

I also have an update adding another droplet type, a couple of new upgrades and lots of tweaks ready on the hand to be released after the jam. It somewhat addresses some of your recommendations.

I know it can be considered personal preference but since you are using Unity it is pretty easy to add post processing to make simple graphics and colors look more pleasing (see my game for example). Also I might be really unlucky but I couldn't find any upgrades/powerfups lol.

I really hope this game gets updated with some screenshake, enemy knockback, blood particles and better weapon sounds / descriptions because I had plenty of fun playing as is but could have had WAY more fun with those.

Walking can and do get annoying sometimes especially if we die often (which I did) but it I enjoyed the game regardless. Sound design, especially the music is choosen nicely.

Easy 40k cash! Really unique take. 

Incredible for a jam game!

Confusing to say the least, especially before reading the games description. Could use more polish. Still had fun.

I probably should not have planted everywhere on first stage. Ended up too OP and one shot everything at every stage and bought every upgrade without a second thought lol. I absolutely shredded the boos within seconds. Most of the gameplay was waiting for all plants to spawn while holding left click and replanting everything for me which was not ideal. 

I like new plants being introduced with staged, I wish more planters would be available like that too.

Quite a challenge, I got 2.8k as my highscore on level 2. I am certain I could go to level 3 and maybe beyond but since map is RNG it can get pretty difficult.

Took me longer than I'd like to admit to figure out I could go downstairs lol. Also large meteors are OP

Haha great minds think alike, I may have something in the works exactly for your liking, sometime in future...  :)

Good news (or not because that symbolism won't be possible anymore haha), I have a after-jam patch ready on the hand that addresses not being able to kill droplets when you are too fast, along with some other changes. You can check out the changelog here: https://samethope.itch.io/storm-grill/devlog/803428/update-v080rc-v082rc

I am really happy to hear you enjoyed the game :)

Great interior design and voice acting but I quickly felt pretty lost on what to do. Nevertheless it was entertaining to roam around and wait for the timer regardless of that (and scramble around with the ship control thingy with the numbers).  Pretty impressive for a jam entry.

Your observation is on point, difficulty unfortunately was an after-thought since this was a jam game. Glad you liked the game regardless.

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Just shared a devlog with changelogs for a post-jam update for my incremental droplet evaporation game Storm Grill.

Read the changes here: Update v0.8.0rc & v0.8.2rc - Storm Grill by SametHope, fatihanily (itch.io)
Play the games current version here: Storm Grill by SametHope, fatihanily (itch.io) 
Rate fromRate Storm Grill by SametHope, fatihanily for Brackeys Game Jam 2024.2 - itch.io

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Neat game, I really enjoyed the picked colors, art style and the audio. Players controller was pretty good too, which made the game really fun. There were occasions of me starting to walk on walls without me intending to and zapping into the wall and getting stuck but nothing serious since they were rare (the second one was rare at least). 

Zaps introduction could use some work, maybe some warm-up sections without spikes to get used to it. I was confused for a while before it clicked :) 

Reminds me of the Planet Crafter. I really enjoyed exploring around, I don't know if not being able to rotate the camera was part of the charm, keeping new areas suprising or just annoying. It is easy to get stuck or see through the environment but it is not really a big deal. Also thank you for adding fast forward feature on the start, I prefer reading the whole text after it is written so it was a noticable QoL for me :)

Played all the way through and liked it a lot.

There were a couple rough edges such as sprites that should be on the background (like blood) being over others (like trees) and being able to shoot on the end scene (after the fight) but nothing big.

The music was great (I actually turned it up by a lot), intro went hard, it really was calm before the storm and visuals were charming :)

Thank you, I am glad you enjoyed the game.

That is not a nitpick but a great point! Currently I shake dependency upgrades when a locked upgrade is clicked. Instead, doing something like highlighting the dependencies when a locked upgrade is hovered over would be much clearer. Note taken.

Good find! I know about this problem and actually manually made it harder to execute by updating the prices only when skill tree is opened anew. I decided to leave it in because it was not worth the time it would require for me to fix it considering the jams duration. Only smallest percentage of the players would ever find out about it haha. Cheers.

Thank you for the detailed feedback, I am really happy that you enjoyed the game! 

 Fix the stutters, they were very noticeable and hindered play.

Any particular events or moments that happen when stutters show up? I am pooling every droplet and the pools are only created during a levels load and haven't gotten this sort of feedback before so may I also ask for your computers specs?

Seems like drops don't evaporate when you move too fast.  Make sure the collision detection is nice and fast and is done each frame.

It is done every frame, I think droplets with high health or the immunity frames on the drops (which is not really frames but just 0.1 secs)  might be the cause of that feeling. If not, you are likely correct and it is because I am circle casting around the target position every frame but I did not consider the area between the current position and the last frames position. I am noting this.

About the sound effects, I also received complaints about the music being too fast and not relax enough. I am not saying there is no space for improvement but I'd say they are more about personal preference so no song can satisfy everyone,.
I hope they were not a big annoyance, it is not a solution but there is always volume options that are accessible at nearly every point of the game if thats the case. 

As a final note, did you play the WebGL build or the Windows build? Buttons' sounds are broken on web because of how Unity compresses super short sounds and I could not get them replaced fast enough.

As the actual final note, I might have sounded defensive while I tried to answer all of your feedback/criticisms but that was definitely not my intention, I really do appreciate everything you wrote, to me it shows how much you cared. Thank you.

Here's mine: Storm Grill by SametHope, fatihanily (itch.io)
You may prefer leaving this one for the last because people claim it is addictive and that may prevent you from rating others haha

Solid recommendations!

Oyunu beğenmene sevindim. 

Try again butonuna yanlışlıkla tıklamak sol fareye basılı tutarak veya invert controls upgrade'i ile kaçınılabilecek bir durum aslında ama dert etme tek senin başına gelen bir durum değil, jam sonrası muhtemelen ilgilenirim :)

Feedback için sağol.

I certainly should have prioritized adding objects to avoid for preventing "the strat" and repetitiveness emerging from it but couldn't get it done it in time. I hope you enjoyed the game regardless!

No wonder Zeus is ripped, he is pretty strict with his diet, maybe a little too strict.

I really enjoyed the sound acting more than I should have.

An option for mouse sensivity is really needed because it was pretty hard to aim and fight on WebGL. 

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Not gonna like I am really impressed how much is done in such a short time but it also shows why going for a smaller game might have been better as there is considerable lack of polish.

I am glad you enjoyed the game and thank you a lot for the feedback.

I would have avoided having to mouse over each single skill to see what it does and the cost, but rather have the information already on the screen.

Definitely somethink to think about. Ideally I'd have better and unique icons that convey what skills do and additional information about their pricing.

I'll appreciate it if the already-bought upgrade shows what he does.

I agree not being able to see maxed skils' information is annoying. Even I find myself refunding skills just to see what they do if they are maxed out which is certainly a design problem.

It takes time to get used to the players movement but going fast feels pretty good. I found myself sticking into the walls by accident and having difficulty doing sharp turns. 

Great usage of the asset packs though, I really enjoyed all aspects of how and where most visuals are placed.

Transition into the "storm" is awesome. I did not expect to hear any willhelm scream today but here we are lol.

Also not me checking out if I can shoot people.

Whoops! So thats why I thought my first submission failed, it was because I submitted the wrong game first, this answers why this game was suddenly getting unusal attraction lol

Thank you so much for notifying me, I'll quickly remove this game from submission :)

"I am not a monster"
whoops

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Great game. 

One thing though are planning to keep slabs seperate as top and bottom? I find it rather bothersome. 

I would love to see a FOV and sensitivitiy slider and some FOV changes for sprinting and even slight shake for movement. I know the game is pre-alpha and you probablr have many other things higher priority but small things like these make the movement which is obviously one of the core mechanics way nicer, would love to see these sprinkled between some updates.

I know there is white light (which is colored like gray for some reason) but I especially loved how lighting system allows combining red green and blue lights to get almost white light.