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Snowdrama

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A member registered Nov 27, 2014 · View creator page →

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I also came to the comments looking for the license as well haha.

Including a license with the download, helps the downloader keep track of the license without having to come back to this page

Something like the SIL Open Font License would be a good option. OFL licensed fonts permit the use of the font, but you maintain the copyright, and the font can’t be bundled or resold.

Here’s a link to the OFL FAQ https://openfontlicense.org/ofl-faq/

All you have to do is get the plaintext version of the OFL License and modify it with your copyright date and name and such: https://openfontlicense.org/documents/OFL.txt

Yeah, I do give credit on the game page and in game, but a lot of people like me use itch.io as a kind of portfolio. I bet most accounts aren’t “publisher” or “company” accounts but instead individual creatives, and those people want to use their personal pages as a portfolio.

This came up as this last Ludum Dare I collaborated with another dev who also has an itch.io account, and we were trying to figure out how to get the game to show up on their page.

We’re both individuals looking to show off something we worked on, it worked out that we are good friends and so I had no issues giving him full admin rights, but it made me realize that if this weren’t the case and I wasn’t okay with giving full admin rights, there’s no way to do this besides, publishing the game twice once for each person individually, or doing the suggested solution of using a collection which has the issues I detailed in another post, specifically not being able to put the game at the top of their page, only in a collection at the bottom, as well as something I thought about recently which is emailing followers when the game is released.

I know it emails people who follow you saying “Snowdrama just released a new game” and I would guess that If you add someone as a admin and then after make the page go live by making it public, it also emails their followers, something definitely desirable.

Overall just adding these would cover 99% of use cases:

  • Credit Permissions - it just shows up on their page and they can view stuff like analytics.
  • Post Permissions - lets them make devlog posts, and moderate the game forum.
  • Full Collaborator - lets them edit anything of the page, except delete the project and change collaborators.

But yeah hopefully this is something we can get added eventually.

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Exactly the main issue for me is that often teams have roles, and as people join and leave projects their roles will change, I don’t want to have to remove someone as a collaborator when they leave the team, because then they don’t get credit for their work, but I also am not comfortable giving them full unfettered access to do whatever they want. Not to say it’s likely unless I have some kind of viral hit, but I’m not comfortable with the idea that if my collaborators account were, to as an example, get hacked by a malicious actor, Someone could then upload malware disguised as my game.

The whole collection issue isn’t really sustainable either because if you have 10 games with different collaborators they’d each need to create their own collection which seems kind of silly plus collections are always presented BELOW the main uploads, so someone can’t highlight a game at the top of their page

Not considering even any kind of granularity At the VERY least there should be an option to let someone be added as a collaborator and it on their page, but not give them any project permissions to modify the project.

I found recently to add a contributor right now I have to give them full admin privileges to the project. I’d like to be able to give credit to someone who provided help or assets to the project without letting them have full access to everything about the project.

Along with this, it would make sense to be able to add people to the project that only get some privileges.

Having granular controls to features in the admin/edit panel would be nice, for example, being able to make blog posts, look at statistics, and generate keys for the game, but not be able to change the description, delete the game, or modify admins.

This granularity in permissions would be very useful, especially for things like medium sized teams where, team members may be allowed to post blog posts, change the game’s description, or see game statistics but not do things like generate game keys, remove other contributors/admins, and delete the game.

Thanks I tried those and they came out too small I think. 32 is the largest it can go, larger than 32 has some segmented parts haha

I’ll try in some other programs and see what it comes out like but at least for Aseprite looks like 32 is the best size.

image.png

Is there any specific font sizes that the font should be set to so that it is pixel perfect? Love the font for sure!

Love it so far! I'm implementing some of the tracks into an upcoming project. Any chance we can get a single zip option so we don't have to download each zip individually? Anyway great stuff! 

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Best score I could get in a single try is 2270

This would be great, I found out about the Patreon integration today and I've been using Ko-Fi so it'd be nice to be able to do this especially, like you mention, diversifying and letting people be to choose if they prefer Ko-fi or Patreon. 

Yeah that's what I ended up doing haha I was mentioning it more as a suggestion so future people wouldn't have to go find a converter it would just work out of the box. 

Great stuff! Might be worth uploading the files as WAV or MP3 or something. I'm testing using them in Unity and M4A doesn't work with Unity(Not sure about Godot or Unreal but I'd assume they are similar). I'm sure most game engines work with MP3 and WAV. I'd recommend WAV since it's an uncompressed lossless format. Anyway, again love the tracks keep up the good work!

I have downloaded a few of the tracks but it's very time consuming so I just wanted to reach out. Because there's 35 tracks it's pretty annoying to get them all since you have to download each track one at a time. It would be much better if they were bundled in a zip of all the tracks combined so I could just download all of them at once rather than have to click all 35 download buttons to get each track. Might be something to consider in the future for uploads.

Anyway, great stuff and keep up the good work!

I'd love if if there was other parameters here to tweak such as things like the cell size the resolution, number of rooms to generate, etc. I'd love to be able to make really big ones or really complex ones. 

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My understanding is that it can just be software, like a generator tool that creates sprites or something. Previous ProcJam's have had software as entries. 

Yeah for sure, the enemies do grow in strength as you continue into the dungeon, they eventually out scale you by a lot. But it does take some time until that happens and yeah by then you have 129841984791 health potions. The plan was to reduce the chest count to like 10 per floor, but I didn't have time since I was working right up to the deadline. 

Same I just discovered it as well, seems very cool.

Same here, I'm always surprised at how few platforms have basic spoiler tools. Would love to see this not even for comments but just throughout the site. It'd be great for developers to allow them to put say hints or puzzle solutions in the description of the game!

That was the EXACT feeling I wanted. I was like "What would it feel like to try and get a pile of kittens to do literally anything coordinated." There was plans to allow all the creative elements, like being able to purchase and place all the elements yourself, you'd start with a single cubicle, and then you'd have to buy kitchen appliances, and food, and then toys, buy new cubicle space, maybe upgrade the size of the office to fit everything. But yeah the AI just took like 14ish hours of work to get even to a barely functional level, and when you consider I did 2 12-hour days, that didn't leave a lot of time for almost any other feature. It almost even only had 1 cat in it!

Thanks! I wanted to do more with the purchasing elements and such, the original goal was to start with one cat and one cubicle, and you had to buy office space, new cubicles, hire cats, entertainment, buy kitchen equipment, all these things were supposed to factor in to overall happiness and such. Getting nicer items would mean more happiness etc. Sadly getting the AI sorted out took WAY longer than I expected, so I never had time to add all the extra purchasables.

Liked the atmosphere, would love to see more of the story, and what happens to the character.

The injections were almost too common, I played through the whole thing being almost full on the injection vials, I get it was the first level and such but I never once experienced the "Out of control" element on my first run because I was just full up on Sanity the whole time.

Beyond that the jump I think was fine, but the left and right controls were a bit unresponsive, like ice physics all the time which made platforming feel harder than it probably should have.

Overall good job!

Yeah I realized that after, sadly since I built it in under 9 hours, I didn't have time to have penalties for missing XD

Perfect thank you, I was confused but that makes a lot of sense

Any chance you can add an explanation for all the buttons? I had to work out what the boxes next to each name did myself and I still have no idea what J S and H do.  Cool stuff though

Awesome game, some of the mechanics felt a little hard to use like the jumping using the blast, the blasts themselves didn't feel consistent enough, sometimes I'd go 2 feet sometime 8 feet and I don't know exactly why, luckily precision wasn't really needed but had there been a need for precision this would have been pretty frustrating. Overall had a lot of fun with it, and I'd like to see more levels and stuff added.

Pretty fun concept. There were a couple frustrating parts due to lack of sound or feedback, when I pressed a button there was no "door sound" to tell me a door opened. This was really frustrating when It took me a few tries to tell that the button opened a timed door, as there was no audio or visual indication that the door opened. As a good reference for this kind of puzzle game, Check out the buttons and doors in Portal, at a minimum, they have the little lights along the walls floors and ceilings that light up when a button is pressed and you can follow that wire/light trail to the thing it's connected to. Beyond that, the backtracking to the beginning of the level for the hand arm so I could press the end level button was extremely annoying, having an extra one at the end, or not needing the hand arm to complete the level would be better.

I got the shoot and survive part, but I couldn't see the repair part. The green orbs that appeared didn't do anything that I could tell. So all I could do is shoot the red things as they came towards me. Also ran into a bug that when I restarted bullets stopped colliding with things. 

Really interesting concept, would have liked to have the ability to turn the character instead of strafing, and have the camera be positioned better to see what's around easier. Having more items around like rocks and possibly landmarks that were recognizable would help out exploration as well.

I think the biggest issue is I spent a lot of time trying to make the purple slime mechanics really cool, and then had no time to actually build puzzles around it. I was trying to do a whole like voltage thing where as you chain them together the power gets distributed between all nodes based on the distance between the power node. So a puzzle might be to somehow get a receiver node to get EXACTLY like 75w or something like that. In the end debugging how it worked took too long and I basically had to axe most of it.  

Fun game for sure, most of my complaints were just level design choices I didn't agree with more than anything. Beyond that, the text beeping noise is WAY too loud. It should be like 1/4th the volume it currently is hahaha.

Great job! Very interesting concept. I did run into a handful of bugs. the most common one was I'd move onto a tile with food and then die. My guess is that after stepping on the tile, it switches to a weapon while I'm standing on it and before it's destroyed. Anyway good Idea!

This was great! I really liked how the rings stacked in order. The only problem I had was I would often die because an enemy was in a hole or corner and wouldn't come out, I had no guns that angled in a way that could hit him, so I had to sit around waiting and hoping they'd come out eventually or bait them out and get run over before I could shoot cause they move so fast. Other than that it was great!

The 9 Day Jam  theme is "Simple"

1) Yeah definitely see that, it was planned but I didn't get time to add the toggle button script on Sunday, since Sunday was also the time I added sounds haha. Events were also not supposed to be as frequent as they were, they were supposed to be like 1 every ~40 minutes so it would be a lot less annoying, and since they are miss-able I wanted to be sure to alert the user that there was an event.

2) Yeah that's something I had thought of, I needed to change how the buttons work to make it possible :/

Yeah I didn't have enough time to change my sprite button script to have states for normal/hover/active as well as having the mouse have an icon that changes

Thanks for the feedback that's definitely something I plan to work on

Interesting. Did this happen during the first player creation(after launching the exe) or was it after a win/loss and you were starting over?

Also what version was this? Windows 7/10 x64/x86?

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I uploaded a new version that has windows 7 as its target so this one may work, as well as it no longer crashes if your console window cant support 171 characters wide(if you get that error it will show you a message, just decrease the font size and it should fix it). Please try this one and let me know if it works

I've been having issues as well on various machines. Open a command window(Shift Right click an empty part of the folder and open cmd/powershell) and try typing RLGame18.exe

The biggest issue seems to be that the application can't force the window to open large enough(The game's window needs to be pretty big for all the UI) Just try to full screen the command prompt or powershell.

if you get an error about buffer size then I don't quite know what that's about yet. .NET core is kind of new to me and I was experimenting. Sorry for the inconvenience! I'm working to solve issues as soon as I can.