Yeah everyone's mentioned it. TLDR I made the menu reset to the original option after both successful and unsuccessful interactions with a slight delay, and it's more confusing than I expected. 100% getting changed post-ratings period :P
Thanks for the feedback! :)
Traslogan
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Thanks!
Yeah the map was put in manually area by area (a proper map editor would have wasted a lot of time relative to the project scope :P ) so on the last day simply the first 'tier' of area was added and the connections to the other areas aren't defined.
And you're right, the options reset on a timer. I'm viewing it as a bug to undo that design decision and likely shift the four movement directions to unique buttons in the UI as well once I get around to a post-jam update or two.
It's perfectly possible, as folks have done it in the past. But it isn't explicitly restricted to that. The majority of submissions in years prior have been in modern engines (e.g. using Unity/Godot to publish to WebGL, since that has become a preferred format to many instead of downloading random zip files or something).
In short, you're free to do that, but it's not required :)
Hey, thanks for the feedback :)
I'm definitely intending to do a QoL patch to fix up some issues. The boss was a last-minute addition after a 12-hour binge on the final night and that's how it has issues. Work's kept me busy but soon(tm) I'll open up the project and start chiselling down on the known issues and hopefully redo the map to be less maze-like too.
Obviously Dave has explained the fake-3D enviroment, but with regards to the weapons, it came down to Combat being the final big addition and they were supposed to feature accuracy differences in exchange for big damage chances but hit-chance never got added in time, alas. It's certainly on my to-do list for a post-jam update, as well as redoing the station level to feel more coherent and room-based than winding corridors.
Glad you enjoyed it :)
Hey there! Myself and a Musician (OneTrueDave) are teaming up this year and we're still on the hunt for an artist. We're looking for someone in the USA timezones give-or-take. I go by the same handle on the GBJam discord and if you're interested please directly DM me that way and we could see if we're all interested in the same projects etc.
A very interesting idea. The viewport feels claustrophobic, primarily due to unused space all around it I think. The clean visuals of the dungeon itself help but don't entirely offset the issue.
Definitely some bugs here and there with the combat (Saw a skeleton attacking a wall for about 30 seconds straight), but it has potential. Some cleanup and maybe deal with all the unused space when exploring the dungeon and it could be a nice little demo :)
An interesting concept. It's limited-scope enough to seem viable when you know that games like X were on the Gameboy, but the control scheme is definitely a little awkward.
Originally I tried to use arrow keys but they only work in the menus which meant it seemed non-responsive when they stopped working as input in the main gameplay segment.
A fun little Mario Bros-like game. I feel the amount of enemies could be dialed down or at least slowed down on that first level whilst we get our bearings. The only other thing I think could really trim it up would be having enemies stop each other from moving instead of them often being behind each other's sprites.
Always great to hear it seems feasible on the original console itself.
Leaving a map out was just a time-constraint. I think at some point this week or next there'll definitely end up being a minimap at the very least. The original test map was 10x10 but the current one is somewhere around 24x24 or 32x32 so even we get lost a bit. Glad you enjoyed it!
Hey folks,
I'm Jordan, and I'm a student in Scotland, currently studying Game Design and Production Management at Abertay University.
Long story short, I'm a programmer with most of my experience in C# (Some work in Java too) and the Unity engine. I was self-taught through high-school and now whilst I'm going into my 3rd year of university I'm looking to get some more small projects under my belt, primarily for folio but also to keep me sane throughout the one massive project I will be doing all year long at university.
To be clear I am not looking for a massive "revenue-share / exposure" project that will magically expect a year of my time. I'm looking for just an artist who wants to do some fun projects for folio's sake / practice, realistically I'd probably prefer a 2D game in some form too.
For my past work, I was lead-developer on a small MMO demo called Yonder-MMO, where I assisted with programming, overall team management and was the lead designer.
A video of that project is available here:
On top of that I've done a couple of gamejam projects, typically within the sphere of my university.
Earlier this year I also did a demo mockup for a 90s-esque Dungeon-Crawler I called Inferria. I was the only person on this project outside of outsourced graphics and music, with a big focus being on trying to detail as much design as possible and also creating a level-editor for the game to use to let players build dungeons and share them.
If you're interested in some collaborative projects, please email me at traslogandev@gmail.com and I'll do my best to get back to all legitimate emails!