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victordayet

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A member registered May 27, 2022 · View creator page →

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Sure! It's not the top priority right now so it won't do much more than disabling dynamic lights and tweaking the scalability groups settings but I'll try to slip this task into next week's schedule.

I'll keep you updated.

Thanks so much! Still a lot to improve but it's starting to shape into sth I'm proud of :)

Thanks! Yeah that's on me, I have a french keyboard and I forgot to reset the settings before packaging. It's fixed now👌

Hey man, I'd love to try the game but when I click on the .exe file I have a godot window that opens and automatically closes. Hope you'll fix it. Anyway, good luck on your development journey🫶

Yes of course! I took a loooong break after the Post Jam #9 because I had put waay too much pressure on myself to get things done and I was a bit burnt out. But now I'm all rested, and development restarted two weeks ago. Controller support is really close to being done, I revamped all the menus, started adding basic settings and fixed quite a lot of bugs.

I'll try to put a new demo here before 2025, with a few new levels and maybe some bits of the story. I might also create a Steam page.

Anyway, thanks for showing interest in the project man, it's not much but it's always reassuring when people are interested in what you do. Helps staying motivated.

Hey man, I just tried it out again and it already feels a hundred times better! I'm really glad that I could help a little bit. The game feels much more immersive with these new sound effects implemented and now it isn't unbearably frustrating to fight enemies. Although now there aren't that many and the game is a little too easy, you could spawn a few more enemies. Otherwise, it's a huge advancement so congrats man^^


If you ever need any more feedback dm me on discord, my username is victordayet . Cheers

Hi, I had a great time playing your game! Hope my feedback will be useful:

Good points:

  • First of all, I quite like the concept of having to manage the way that the different foods interact with each other. It somehow kind of feels like I’m actually cooking and it makes me feel like I’m actually good at it. I found it really enjoyable even if I’m more into fast fps and immersive sims so congrats! Your game is fun!
  • I really like the rush that you’re in when the end counter starts playing and I feel like I need to rearrange my entire omelet. Gives me Overcooked vibes.
  • The art style is really slick. It looks really polished so I quite like it.
  • The music perfectly fits the game and the sound effects are all coherent so good job on the sound part.
  • I really like the fact that you can choose different “upgrades” that affect your play style. It adds a lot of depth to the gameplay.

Signs and feedback issues:

  • It is really hard to understand what the point of the game is. I had to play at least 8 different times before finally figuring out the concept of “different foods make you win or loose points when they touch each other”. It doesn’t seem to be an easy task but I think you need to rework the tutorial in some way.

  • It’s hard to know if I’m actually winning or loosing. The top left corner indicator isn’t really the most readable. You’d be wise to switch it for a progress bar. I usually look at the score (and objective) near the end of the round - because I was too busy trying to make an effective disposition on the omelet. And in these moments it’s kind of a rush. So it would feel more fair if the information was more readable at all times.

  • In the first 10-15 rounds, since the game is going quite fast, there’s often not a lot of time to read what each ingredient does when interacting with another one. It’s especially an issue when we’re talking about a new ingredient.

    I thought of a solutions for this: it would be to slow the time down when the player has been hovering on an ingredient for about 0.5 seconds without grabbing it. This way, he would have more time to read. But it’s not a serious issue since each playing session is really short. So I don’t think it’s a big deal if you don’t “fix” it.

  • It took me about 20 minutes to figure out what the inventory was. If I were you I would turn it into a fridge (or rename it “the pantry” instead of “inventory”) and remove and ingredient from it every time it appears on the conveyor.

  • I only saw that there were linked objects after playing for an entire hour. It needs to be more obvious. Make the grey-brown of the buttons lighter when hovered and I guarantee that it will be 10 times easier to understand. (I know that the outline already turns yellow but it’s not visible enough)

UI issues:

  • There are a lot of issues with overlapping menus. Your UI would really benefit from a better - more defined - cleaner layout.
  • I’d really like to see more animations on the menus.
  • The “show omelet” button is a bit clunky. It would probably look better if it was always on the side.
  • Personally I didn’t care about half the stats at the end. It’s just too much information. Just show the score, time, and highest score round, and hide the rest of the stats under a “details” button for hardcore players that want to analyse their playthroughs like chess Grandmasters analyse every one of their games.

To summarize, the game is already fun at it’s current state. You did a great job of balancing the different “pantry upgrades” as I like to call them. Though there is still quite a lot of work to do on the UI and the clarity of the game.

Have a great development journey, you’re on the right track!

// oh and I hate to ask for it but could you try out my game? I was really counting on this jam to get some feedback on the difficulty and the intuitiveness of the mechanics and I’m kinda low on reviews. I’d really appreciate it if you found the time - even after the jam, I don’t really care about the scores and ranks of the jam. It’s more about exchanging valuable feedback. Thanks for your time man, have a nice day ;)

Hey man! Thanks for the feedback, really appreciate it!

- About the music I can't really take the credit for it as I found it online but I'm glad  to hear that it matches the theme of the game, I needed confirmation so now I'm fixed.👌
- You are completely right about the lava. It's not a forgiving enough mechanic right now. You touch it, you die, are teleported to the last checkpoint, and all of the enemies respawn. It didn't really think about this before but it is really frustrating to miss a platform.
I'll fix it as soon as possible, for now, the plan is to have an instant respawn to the last place where you stood on ground and 20 to 30 damage (on 100). I'll tweak the values with playtesting later.
- Just to make sure (because my english isn't the greatest), when you say "wobblines", you're talking about the quake-like camera tilt don't you? If you do I think you're right. A game should never, in any case make the player sick, that's just common sense - I have no idea how I missed this. I'll add an option to change the camera tilt intensity as soon as possible.
- Yes, sorry about this bug, I'm actually developping on a french keyboard (which has a different key configuration) and I forgot to rebind the keys for a normal qwerty keyboard before building the game. Hope this didn't spoil your experience too much. It's all fixed now, took me five minutes tops✅

Oh, I almost forgot! I was wondering if you were inclined to share your best time with me. I'm starting to ask myself if this gold medal on the first level isn't a bit too hard to obtain and I need actual data.

Anyway, thanks again for taking the time to try out my game and for all of your insights. I think that the feedback you gave me is really valuable so it's really great of. I probably won't play it before the end of the jam (because I still have 4 games to rate in the ratings exchange) but the art style of Bricked Up is really cool I'll try it out real soon.

Until then, have a nice development journey!

(2 edits)

Hi man, I think that the concept of an arena fps where you can basically destroy the whole map is really cool. The idea has a lot of potential and could very easily turn into a successful game if executed well enough. But since this game was made in two weeks, from what I can see, it really isn’t yet. The movement is really cluncky and the sound design needs to be reworked
(I know I’m being harsh but I do have valuable feedback to compensate :)

  • The sensitivity of the camera is way too big and it seems to me that to fix fix this, you turned up the camera rotation lag by a lot. It results in unresponsive and unpleasant camera movement. I had made the exact same mistake in my own game, so for this one, I'm pretty sure about what I'm saying: try turning both of these parameters down. I personally used Shady Knight as a reference while tweaking my camera settings and I'd recommand you find a fps with similar pace with your own game. Worked for me.
  • The jump kinda feels like a linear interpolation between 2 locations, not like a jump with gravity. I think this needs to be reworked.
  • The wasd movement doesn’t feel responsive enough. There’s a delay between the moment i press a key and the moment when the game reacts. (but it may just be due to the fact that I have played it in a web browser)
  • The footsteps sfx are really bad. They have incredible ones in the soundly free library if you want to check it out.
  • No landing sfx
  • I can’t see anything during combat. Enemies attack me from behind. I had the same issue in my own game and increasing the FOV made it way less of an issuer. Oh, and there's also a cheat that almost every AAA fps game uses to make combat feel more fair. I didn't find the time to implement it yet so I can't actually tell you if it works, but it's to make the damage dealt by the enemies lower when the player can’t see them. I heard about this in a GDC talk and from what the guy said, it's really effective.
  • The enemies unkillable. I mean really, you could easily divide their health by 2.
  • I would almost always respawn and already be surrounded by 2 or 3 enemies. In these scenarios it's almost impossible to escape as a begginer.
  • The lack of music is really a missed opportunity to make the game more immersive and glue everything together. GO FIND SOME MUSIC ONLINE!!!!!!!!!
  • Otherwise the game’s art style is really cool but it feels a bit too dark (even though it’s a night theme)
  • The range of the knife is too short when doing bare hand combat. A second collision box for the enemies could probably fix it but i'm not really sure of how you handle your combat.
  • The camera is often clipping through walls. Scaling it down so it always fits inside of the player’s collision capsule will fix the issue.
  • I would really like it if I could switch weapons by scrolling the wheel on my mouse.

Otherwise I did enjoy this game quite a lot and intend to try it again when you fix all of this. Thanks for making it :)

Hope this helps, have a nice development journey!

Hi! I got stuck pretty early in your game so I don’t have a lot of feedback yet. I’ll try it again and send you more when the issue is fixed :)

So for now, here’s what I have to say:

Positive stuff:

  • I have never seen anything like the big brain mechanic, it is really original in my opinion and I think you should expand on it
  • The music is great
  • I find it really fun that pressing e makes the dog bark

Bugs:

  • I really suck at puzzle games so here I might just not have understood what I had to do, but I got stuck here and I think it is due to a little programming mistake on your side.

    When I got the gravity upgrade after completing the right side of the puzzle, I got stuck because I couldn’t jump to the middle platforms. I think that the upgrade was supposed to divide the gravity by 2 instead of doubling it. Sorry for assuming this if I’m wrong but I really got stuck here for about 15 minutes and couldn’t figure out what to do. (the button just before the door didn’t seem to work either)

  • Missing collision here on the right side of the player, I fell out of bounds

Things to improve upon:

  • The art style is cool but it could use a little bit more polish
  • I know it’s not the main focus of a puzzle-platformer but the movement felt a little stiff when jumping from the edge of platforms. I feel like it would feel better with just a tiny bit of coyote time
  • The visual clarity isn’t always the best. I often found myself wondering if something was an interactable platform or just something in the background

Overall, this was a very enjoyable experience. I think the game has a lot of potential. Keep working on it, improving stuff, polishing things... and I think one day it might  become a successful game on steam :)

(1 edit)

The concept of scaling up and down a ball is quite good: it’s simple and could lead to pretty cool gameplay if exploited correctly. But I think it isn’t in “Ball!?”. The game is way too easy and feels like a puzzle-platformer even though it’s not. If I were you, I would either completely go down the route of shaping it into a puzzle game, or I’d focus uniquely on the changing the ball’s size and jumping mechanics to make it another genre. For exemple it could easily be reworked to be a geometry dash-like game where you die when touching the ceiling and the left side of the screen and need to get to the finish line. Before working on anything visuals-related, you should really focus on designing a primary gameplay loop that is exploits the scaling idea at it's full potential.

But just so you know, I’m just a hobbyist. I have no background in game design and you shouldn’t take my word as the ultimate truth. I’m only giving you my honest opinion on the game and some ideas on how to shape it into something (hopefully) better.

Have a nice and enriching development journey ^^

Oh yes, that would be great. I did switch the texture samples with world aligned textures just after downloading, as it felt more natural to work with. So yes, it would make sense to make this default

Hi everyone! I joined this jam to have a deadline to get things done for my game. I've been working on a Boomer Shooter for the last 6 months and I feel like things taking more time than it should. So I hope this jam will help me have a two-weeks burst of productivity. And hopefully I'll get some good constructive feedback or clever ideas to improve my game like I did last year.

Right now, the game more or less looks like this:

I'm saying "more or less" because the video is actually from 2 weeks ago, and I've made significant progress since then. But unfortunately I can't package the game because my 8GB of RAM keeps making this error evey time I compile: (RAM saturated, I cleared one poolthread to make space in RAM, poolthread was actually essential, compiler crashed)

So yeah, that's problematic... so I upgraded to 16GB 2 days ago and it should be here by the end of the week. I've made a copy of the entire project this morning to be able to compile the project from today when I upgrade and I'll make a before/after at the end of the jam :)


Anyway, here are my goals:

  • First, I'd like to finally make some real level design. Because right now, I only have one room of enemies and that's it. And it doesn't even explore the full potential of the quite diverse moveset that the game provides. To fix this, the plan is fairly simple:
    •  First, I need to find scenerios where the different movement mechanics are explored in interesting ways. For now, due to limited time, I'll only focus on the different kinds of jumps, the slide, and the wall run.
    • Then, I will blockout 1 or 2 levels using these different scenarios. For each mechanic, between two rooms as a tutorial, and then inside of them so the player could stylishely take down enemies while chaining cool moves😎
  • Then, I want to finish the second enemy at it's core (no graphics for now, just code and signs & feedbacks). Because right now, the only thing that he does is shooting an energy ball every 5 seconds when he sees the player, and he can also take dammage and die as he has the same health system as the other enemy type but that's it! By the end of this jam, I want him to:
    • Try to run away from the player when he's too close.
    • When he doesn't see the player anymore, find the closest place to where he is, from where he could see the player. (that one seems tricky but I think I can pull it off)
    • And finally, have a charging attack animation with sfx & vfx.
  • I also want to add some proper menus for keybinding and basic settings like sensitivity, volume... Stuff like that. (even though I don't really expect to have the time to do this)
  • And last but not least, I want to make progress on the movement. At it's current state, there's still quite a lot of work to do before calling it "Done!!!". But I want to fully finish the jump, the wall jump, and the wall run by the end of the jam.
    Little overview of the current state of development of the moveset

Anyway, enough about my game, I'm curious to know what you are commiting to do. Last year at the beginning of the post jam #7, a guy named Cas Windsor made a similar topic - I actually named it exactly the same as he did, to his credit - because I'm pretty sure that most of the people who publicly and explicitely said their goals at the beginning of the jam, got a burst of motivation and worked harder than they would have otherwise. Sometimes, putting your goals out there and letting your ego at risk can really help push you forward!

I can't wait to hear about your plans and see what everyone creates!
Have a nice and productive game jam!

(my apologies if there are some english errors in the message. It is not my main language, but I have tried my best:)

Really fun jam game! I just discovered Enchain and wanted to know what you had done before that^^

Thanks so much for putting this out for free! I'm using the blockout materials quite a lot 👌

Hey! I just finished Cryptis. The pixel art is really good and so is the general mood of the game. I really feel the DOOM vibe but it’s also kinda mystical too. I really like it. However I did find quite a few issues that I thought would be nice to report so here I am.

  • The purple arrows are a little hard to see when they are heading towards you. Maybe you could make them glow harder or add a particle effect or something around them to make them more visible.
  • Since the game is fast paced, in my first playthroughs I didn’t really take my eyes off the center of the screen. I died quite a few times without even noticing my health was low. I quickly took the habit of checking the left down corner of the screen but it’s a bit distracting. Plus, even though i like the health bar’s look, it’s not really readable. It might be better to have a regular health bar at the center of the x axis of the screen. Then, the player’s eyes would have to travel a much shorter distance to see how much health they’ve got left. A simple health bar is also easier to read than text or a cross shaped one. Lastly on that matter, if I didn’t always notice that my health was low, it might be because the “player hurt” sfx and vfx are too subtle. I didn’t even notice the screen turned grey before the second level.
  • Even though the sound design is quite good, it is sorely lacking in bass. I don’t really feel the music and the sfx. It’s like I’m hearing it from quite far away. I WANNA FEEL IT TREMBLE MUAHAHAHAHA😈
  • I got stuck against to a wall like 5 times in my 2 hours of gameplay because I was surrounded by enemies and I couldn’t pass until I had killed all of them. I had the same problem in my own game for a pretty long time and the solution that worked for me was activating physics on enemies’ character movement and making the player about 3 to 5 times heavier than them so he could push them around by simply walking on past them.
  • Sometimes, you die without knowing why. It would really make the game seem more fair if you made a customized death screen for every way the player could die. It seems pretty time consuming said like that but you could do that pretty simply by replacing the “game over” by some custom phrases that you choose from an enum depending on the way the player died. Or maybe you could color the “game over” with the color of enemy that killed the player, like in Zelda BOTW when you die by elemental dammge. But I’m not really sure if it would fit, I’m just spitting out some ideas… it’s worth trying though. Just don’t make Cryptis feel like a battle royale please😂
  • Also, the easter eggs are really cool, it would be even better if they were destructible with some particle effect an stuff.
  • There are also some camera clipping issues, you should double check that the rocks’ meshes are entirely inside their collision shapes.
  • In the arena with square platforms, after dying the first time there, the music stopped. I tried do kill myself to make it play again but it didn’t until the final boss.
  • The boss is more frustrating than challenging. He just follows you around like a dog and strikes you in the back. The only way to deal him damage is to shoot at him while walking backwords. Sure you can also bunny hop to get far from him but you risk just falling off a cliff. The last strategy I came up with was just getting on the opposite side of a hole and shoot him while trying to stay on the opposite side of that hole. Only problem, it’s not fun. It’s clearly not a fair fight. You should make him go slower and stop attacking when the player isn’t looking and is already dealing with other enemies. It’s not important if the combat is fair or not. The important is FEEL like it’s fair. And right now it just seems unmanageable as soon as he calls the other enemies. No matter how hard I tried, I couldn’t even kill half of them. And when I tried easy mode, I defeated first try. Didn’t feel rewarding at all. It feels like you put a souls boss in a doom-like. I know I am pretty harsh about this boss fight but it did ruin an otherwise very good experience. You have to fix it.

Again, Cryptis is a really cool game. Sorry if I’m being a bit too direct with my feedback but I really want to help you make it better.

Have a nice journey of game development :)

It is a really cool project the aestetic is very original and I really liked the sequence when the gravity stopped. I'm pretty surprised that the project isn't more popular on itch, I had a great time playing Solar Sails👍

It DOES look a lot better! I can't play it right now but I added it to my steam library so I'll try it out pretty soon :)
Thanks for sharing this for free🔥

Great game! It's really impressive that you have made all of this in a single week. I have been working on my own movement fps for 4 months and it's still not as good. Still learning i guess🤷‍♂️

Anyway, I had a great time playing the descent, thanks!

Why do i like this game so much even though it's making me feel so dumb?

I had a ton of fun with this game, thanks a lot!🔥

Hey! Sorry for responding so late, it's been a while since I opened my laptop. It's great but are you sure about the chest stuff? I mean, almost all the fun in your game comes from going really fast and killing enemies. I'm not sure that having 2 different ways of upgrading your player is really going to make the game better. The simpler, the better. Having just an upgrade system where you choose between 3 randomly selected upgrades in a pop up menu seems to be a better fit. I mean, it doesn't break the flow of the game and it seems easier to implement.

Again, I'm really no game designer and I might be giving you terrible advice, so trust your gut if you don't like the idea.

Have a great day :)

You deserve an Oscar for the voice acting😂 No but seriously it was pretty fun👍

Still can't beat it today😂 I guess it's gonna be a little more difficult than I expected. Anyway, I just saw that you were going to publish on Steam. It's great bro, keep it up🔥

Great game, I can really feel the Dishonored vibes😎

Thanks so much for putting such quality work out there for free, I didn't have a whole day to dedicate to making this myself so I'm really greatful for this🙏

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Hey, great demo! First of all, the movement is extremely smooth and easy to pick up: in 2 minutes of gameplay, I had already mastered it. And I can see that you've put a lot of effort into making the menus look good :) So yeah, it looks really promising. I'm sure that if you keep working on it, this demo could become a really great game.

Of course, this is only my personal opinion, but a lot of things still feel a bit off:

  • The game is way too easy: I am completely overpowered even though I never switch weapons and I don’t take the time to buy any upgrades.
  • The forced break that the player has to take between waves really breaks the immersion:
  • Right now, every time a wave ends, I have to go to the center of the arena to start a new wave, and before starting it, I have to check a new weapon manually (and 90% of the time it is worse than the one I currently own). And there is a shop, but I just stopped going there; it doesn’t seem to be useful since I’m already overpowered. So yeah, you should probably simplify the upgrade system a lot. I won’t tell you how to do it because it all depends on what direction you want to head in with your game, but right now, it breaks the immersion.
  • And finally, I would love to see a little more enemy variety. The game is getting boring very fast. If you don’t know how, you can take inspiration from the first DOOM game. Mark Brown has made a great video about this on his channel Game Maker’s Toolkit.

Sorry if I seem rude in this comment; I really just want you to succeed, and I’m convinced that just telling you to “keep going” won’t help you as much as a real critique of the game’s design.

Anyway, I hope that you’ll have a great day and that my advice has been at least somewhat useful.

Hi, thanks a lot! Here's a link to the game: https://victor-dayet.itch.io/flap-in-3d

Thanks so much for this tool, I made all the UI of my game using it :)

Hi, really appreciated the overall experience,

Problems:

- The mouses keep attacking the player after the game stops

- The game would benefit from some variety in sound design (random pitch and volume in range for sfx)

- Game needs a little work on the movement, there's a great free "game" from Mark Brown that could help you balance your 3Cs https://gmtk.itch.io/platformer-toolkit - This last advice is probably not that good but I think it would be great to add some silly stuff in the game like laser eyes for the cat or something…

Guess who just beated the world record?

This is a great game! Love the art, the music, the game feel... Keep it up! (it is just missing a score system)

I'm glad you enjoyed the game :)

I laughed when I first saw the name of the game but it is actually really deep and meaningfull
Didn't expect this, I'm pleasantly surprised

Yesterday, I went home at 6 p.m. and left at 7 a.m. this morning to hit the road. A normal person would have slept, but I couldn't. I had received so much feedback (not that much, but enough to make the game significantly better) that I couldn't do anything but work on my game.

I didn't sleep at all, but I think it actually paid off, and I'm really happy with how the game turned out. Here is the list of the improvements and bug fixing I did yesterday:

  • Added A&D inputs to change columns.
  • MADE THE GAME WAYYYY EASIER by scaling the bird down so we can see the pipes better.
  • Added background music.
  • Made the pipes of the other columns disappear when you pass one so you don't die because you changed columns too quickly.
  • Added a pause-options menu with sound settings (music and sfx volume bars) and an option for windowed mode.
  • Added credits menu.
  • Fixed the bug that made you jump when you pressed the left key and were already on the left (same for the right side).
  • Fixed the bug that awarded you a point every 50 meters for no reason and made you lose your perfects.

Without all of your comments, I wouldn't have been able to make the game so good, so thanks so much again!

I still didn't have the time to do everything I wanted, so here is a list of things I plan on adding to the game:

  • Adding an online leaderboard.
  • Adding some variety in environments (meadow, city, volcano, desert...).
  • Finding a better fit for the menu music; right now, it feels like it's a fishing game until you press play.
  • Adding a menu that explains the controls.
  • Remaking the branding and a trailer for itch.io.
  • Making an Android version since it is a short game, and the controls are already implemented for this platform (swipe and jump with touch input).
  • Optimizing the shader, which requires too much computing power for mobile.

Anyway, please check out the game (even if you already did); the game really feels 10 times better :)

Great work! I would love to see a full release :)

I had a great time playing the game!

Right now, the chef looks like the left one (kinda) but it doesn't really fits the rest of the art (kitchen aso..) I thought maybe smoothing the chef like in the center would help but if it was intended, maybe using ico spheres instead of UV spheres (right chef) would fix the problem since the tomato is made from an ico sphere too

Hi, it was very nice to play your game. It looks and sounds really good and it's evident that there's great potential in it.

One tiny suggestion would be to incorporate movement with the AD keys but otherwise I'm struggling to come up with any other improvements for the game as it is so polished.

Looking forward to seeing more content exciting content in the future!

Great game! I had a lot of fun playing it!

- The art style is clean (I love the menus)

- The music really fits the game

- The tomato is very fun to control

- The text bubbles add a lot to the game

- Although you can grab them, I find it really fun to just push chefs and make them roll to the put.

You should just try to smooth your models in blender (right-click, shade smooth)