Thank you!
TAB5432
Creator of
Recent community posts
monitor_size = [pygame.display.Info().current_w, pygame.display.Info().current_h]
screen = pygame.display.set_mode((monitor_size[0], monitor_size[1]), pygame.FULLSCREEN)
SCREEN_WIDTH, SCREEN_HEIGHT = monitor_size
scale = SCREEN_HEIGHT // 350
I've done this in some of my newer games, which I believe achieves a similar effect, but this way I can use the monitor size to do other things and scale objects respectively.
I am a game developer who is terrible at SFX and Music. I don't do discord, and I don't consider myself the best developer but here are some of my projects: https://tab5432.itch.io/endless-onslaught, https://tab5432.itch.io/desert-racer
Endless Onslaught is an ongoing project but i made release 1.0 for a jam in about 14 days and Desert Racer v1 was also made in a short period of time for a game jam (Endless Onslaught was never submitted because i joined half way through the jam and felt it not good enough to submit - a few more hours could have been better).
Edit: I use pygame
The issue with a difficulty curve is that, for the game to look realistic, everything needs to move at the same speed as the road. Currently, hearts no longer spawn past level thirty, birds spawn more often further through the game and coins spawned less as well. I will try and make the difficulty curve better though (perhaps I could just speed up everything, including the road).
I have re-downloaded the game and that has fixed the issue. This is probably one of if not the best game I've found in this jam!
At least for me, I am used to using WASD to move and since those keys are closer on the keyboard to the slash, spell and jump keys it might be easier for players to move with them. That's probably just a me thing though.
A really cool game that I'm very impressed by! I think there should have been a sound effect for jumping and also the fireball recharge time should have been faster. The mechanics are also rough around the edges, but a project of this scale in such a small time frame is impressive!
I encountered a glitch where on the third screen, the player went invisible for some reason?
This game was enjoyable and intuitive. I think the addition of sound effects would have made the game a lot more enjoyable - the art style was good, however, I also had the problem of the main screen being scaled incorrectly. I also think you could have used a different font that fit the style better.
With a few small, easy changes and an expansion of the level - this game would be great!
This game looks solid and once you get it it's quite fun - however, it shares a problem with many games I see here.
It's kind of hard to understand how to play the game - there's very little visual indication of what to do or how to do it. I just found it confusing at first. I would suggest adding more detailed instructions on how to play - also try and make it more intuitive what to do.
With those simple changes - this could be a good game and I like the black and white colour scheme as well as the music.
It's also always a bonus when it's a browser game (which I genuinely have no idea how to do!).
This is a fairly solid game given the time. The movement mechanics were good, however, I still have no idea how the combat system is meant to work. There is no skill involved and it largely involves just spamming 'Z'. If that were better, the game would definitely be more fun. I'd suggest making the area where you fight larger and having an enemy A.I that goes in and out to attack the player, and there is dodging and complex movement required to defeat the enemy (though that, I understand, would be super hard to do in the scope of a short game jam like this - it would even be a whole game on its own).
The audio and visuals were nice but elements sometimes felt crowded - with text and other things overlapping.
I also think that whilst moving around, the player should be a little bigger like when fighting.
Overall, however, this is a good game.
This was a really fun experience! I think the menu and GUI were done very well - however, more visual indication of what was happening and what consoles were etc. would have been nice.
I also think the firing animation should have been more useful and show where the bullets were going (though that was done slightly by the alien damaging animation) - however, that and other small fixes cannot be done in a jam-like environment with such a short time. Given the time of the jam - this was very impressive!
Thanks! I've just watched some of your stream. I think I will implement some code to make sure the coins don't spawn on top of the obstacles, however in play testing (since I implemented pixel perfect collision with masks) it was possible, yet challenging, to collect the coins and hearts that spawned on top of the obstacles. You had to utilise jumping at the right time.