Ah nice, I didn't know about that game, looks cool. It was some time ago, I think I wanted to do Married With Children and Commodore 64 aesthetics, then the rest just "happened".
Berg
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Hehe well... It truly was perfect jam to push the main game to more what it should be, crazy over the top stuff :D
But yeah, timing wise, it just seems to create too much friction and stress. On other hand little one seems to be super into it, so we're playing around with idea of maybe doing some simple games together, no jams, no pressure.
Being completely honest, most of the time was spent on re-factoring level creation and gate system, where I hoped it would be on polish and making the pub look more like a pub, the neon signs, the jazz.
Downside of family life, even jams that are few weeks long are not enough to get everything done :|
Thanks for checking out my game :)
At first I thought it'll be quite easy to look at some viking-themed icon line art and manually type in co-ordinates in game engine. It turned out to be very time consuming at later stages of the jam, and also the simpler 3-arrow image was probably the hardest to figure out, so def it works better for more detailed images.
If I decide to pick it up again for full game, I'll probably work on developer tools first to make it easier to add proper art :)
Thank you for checking out the game!
I had this urge to try hand at modern viking design and something non-pixel art and also a "zen" game, no death states, just... solving simple puzzles. Had to manually track lines from design software, which isn't ideal, but a bit more work and "level editor" yeah it could work quite well for story telling.
I don't know if I have it in me to work on full feature RPG just yet, but once other projects are wrapped up, might re-visit :)
Man it's been so long.
I *think* the little guy was suppose to grab a ledge if you have opening and can climb back out that way, but it seems that check is buggy.
Now that I look at that puzzle, it's trying to be too clever and it's too many steps, it was based on loads of internal logic where some moves were cancelled out by actions (for example jumping while falling).
Must have messed up some movement logic when I re-factored the UI for circular one and tried to add more animations based what the character was doing (original jam entry just moved the token, no animation) :|
Hey King, thank you so much for checking out my game.
I'm pretty chuffed with some animations as well, not bad for a programmer art 😎
I have to admit I wasn't too happy with having to drop back to melee and making it less powerful to force players go get better weapons and leaving them exposed if ammo is out.
So, at the moment I'm working on two fundamental changes to gameplay - making smaller hub / home level where player goes off to short mission levels, and revamping weapon system completely.
I'm thinking you get to choose main weapon with unlimited weaker attack, but somehow you can fill up overdrive meter to unleash powerful super attack with some special visual effects for short period of time. Main weapon and super attack are not linked, so you can mix and match them freely, should make it a bit more interesting for players.
Instead of unlocking weapons in "mission sections", you select your loadout in hub world, and can unlock new items same way, spending in game points you collect on missions.
Also was thinking of making guitar into short-distance flying boomerang.
How does that sound? 😅
Thank you for playing :)
It was one of the humble bundle sound FX packages that included Pirate pack, unfortunately there are no info file in ZIP, so I can't even tell where the original package was from :/
The game started out as straight puzzle game, but I realised I won't have time to put in different stages, so made it a bit more action oriented, but keeping some of the puzzle elements :P
Thanks for the feedback. There was some logic in there originally for more puzzle game play approach so that ships were always moving. So for example you can not turn towards land. I did consider taking it out, but then again sometimes it offers that nice "how do I get out of this situation" effect, so was really in two minds about it.
Cheers! :) I considered more puzzle like gameplay at first, but it become obvious I wouldn't be able to add many actual puzzles within time limit. In the end it became a bit more action oriented, but keeping the original idea of having to maneuver ships in position to attack or having to make sure you don't end up under fire yourself.
And I've just noticed some moons in this one 😋 https://kenney.nl/assets/background-elements-redux
Thanks for heads up tho, good to know about rule limitations 👍
Do all art assets have to come from your asset packs? For example, suppose someone is hypothetically making space game that requires background image of space/galaxy to enhance illusion of movement, but there's currently nothing like that in the packs (on first very brief look). Could that background, to stay true to jam's rules, be a photo or generated image, or are only assets based on already existing arts allowed?