Really fun game with lovely art and snappy controls. Overall one of the best jam games I have ever seen!
The Fifth King
Creator of
Recent community posts
Hey! Thanks for playing and your great feedback!
Like I described in the post, the movement mechanics serve as a prototype to give you an idea of what Chester could feel like to control. There simply wasn't enough time to polish it out and make it feel perfect. The camera special perspective however was intentional, as it is meant to slow down the pacing of the game and make player actions more thoughtful, as it should be in a stealth game. Hidden passages and secrets would further enhance this aspect while also giving the player rewards (feedback loop, perfect!).
Playtesting has shown that there is a large difference in how well players pick up the targeting. Some seem to prefer the camera controlled one (as it is in the build) while others would expect movement controlled targeting (had that in an earlier version but it did not feel right to me). A combination of both would be ideal I believe.
The pots are not supposed to deal any damage, they are there to distract guards. The explosion effect is a pure placeholder (not the most intuitive, but the only one we had at quick disposal). I had some interesting discussions about how to overhaul the guards though:
- Guards are only eatable when unaware or stunned
- They can be stunned with a pot if shot at directly
- Gives the player a better escape tool and guards are more threatening
Of course this would have to be tested, but I like the idea a lot.
Ahh! You caught me on my cheap animation transitioning! Evidence of how much of a crunch time project this was, especially since it was the first time using external animations for me.
There are exactly two locked doors in the prototype. One of them requires a key, the other one is opened by the guard when the player successfully hides in the tutorial area. Are these the ones you meant or am I misunderstanding?
Collider placement and player constraints is one topic for itself. You can spend days making sure the player mechanics, object placement, state machines (or anything really) allows for no loopholes, and players will figure out an obscure way in seconds, I guarantee it.
Again, thank you for your feedback and I hope you found our insights interesting!
It might appear cute, but this game is a unforgiving bullet hell!
Great job on presentation, especially with transition effects and all the models - loved that the enemies change dice shape the bigger they are! Having a dodge roll dice roll is also very cool! Unfortunately it's a bit laggy, but overall great job!
Hey there!
The Game Maker's Tool Kit game jam is coming up in 2 weeks and me and my team are looking for experienced artists. We are based in EU, so similar availability or time zones would be convenient.
Currently our team consists of 4 people:
- A programmer
- A composer, singer and sound FX engineer
- A composer and musician able to record his instruments for music
- A voice actor, game designer and programmer
We are planning to make a 2D game, but the game itself will be concepted, when the theme of the jam is announced. Things we will be needing for sure are tilesets/environments, characters, visual FX. Possible additions are icons and UI.
If you are interested, reply here or DM me on discord via The Fifth King#0005
Greetings adventurers,
my name is Marcell and I'm the Game Designer and Lead Programmer in a 2D platformer game project named "Rock Bottom Recoil" we recently started in making. At the moment we are a team of 3 working on the project, but have some more amazing people helping out. While we do want to keep the team small, we do have one problem: the lack of an artist.
We do have someone who'll eventually be do concept art, but we need someone capable for creating
- Player sprite and animations
- Multiple different enemy sprites and animations
- Environment tilesets
- Various traps
- VFX Effects
- UI
- Backgrounds
If you are unsure about some of these bullet points, don't worry! While we are all quite skilled at our craft, we do want to do this for portfolio and experience, so you'll have the chance to grow into the role. However, as artist, you should be familiar with the basics of animation, color theory, shading and proportion. We also do expect maturity and the capability to communicate and take feedback.
For further information about theme, gameplay, style or any other questions or concerns you might have, feel free to add me on discord and hit me up at The Fifth King#0005 or post a comment here on itch.io!