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VladimereLhore
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2 minute loops to progress a larger game go against the theme. The idea with the jam is to tell a story as short as possible.
A "For Sale : Baby shoes, never worn." "Lost Dog : never found" type deal.
You can implement additional gameplay like new items and areas outside your core 2 minutes, but those 2 minutes should be considered a complete EXP without a replay.
The jam lasts for 2 months. From March 15th to May 15.
The idea is that making such a small game over such a long period should keep everyone from needing to crunch.
Premade assets was more in reference to the tools you've got on your belt already, like I often use the same text reader script and pine tree sprite I made 5 years ago in every game cause they're well made.
However, I'm not going to remove your game from the jam just because you decided to start working a day early. It's not that serious.
Unfortunately the original Dev had a severe mental health dip which was made worse by missing the launch deadline.
It was agreed it would be better for them to take care of themselves then push to possibly complete their game before their day.
And in turn, I whipped up what's currently day 16 in a couple days as a replacement.
Nothing else really like this. Pretty and unique. Does what it wants to do well.
It gets better once you realize you're just looking for time stamps, and the camera movement is just to get a better look. Cause at first you're not sure if you're gonna have to pixel hunt or what even you're looking for.
Happened to me too. But I managed to get out of it by resizing the window. My guess is that when the game takes control, you have it let go when it reaches its destination, but for some reason it doesn't in full screen. You can't turn or move forward while it's locked.
Overall, game's pretty rough, but I liked the final moments where you see all the other desperate last moments frozen in time.
This was neat overall. Loved the simple graphics and colors.
Small gltiches like the mouse dissapearing when you have to choose who to feed. or after some actions randomly.
Only complaint was my abrupt end.
Had 7 people. All healthy, only previous gaurd exhausted, nourished.
28 wood 19 food 4 medicine. Someone on guard. I don't think you can do 2, it wouldn't let me earlier so I figured you just can't.
But all the campers died? Does this happen regardless after so many days? Or did I just get the shittiest RNG?
Oof, you know honestly? I haven't meaningfully touched it since I got covid a few months ago.
Every time I try to pick it back up, I get overwhelmed because of how messy the project is. I think it's time to admit that I won't be finishing this as it is.
I'm not giving up on PIC as a concept, I love the characters, but I'm gonna refresh myself and make something more true to my original vision, before I stripped it down in hopes I'd finish it in time for the game jam.
This game is very hard, but doesn't feel impossible. Just asks for more percision and patience than I have. Could barely make it through a level normally, don't ask me to collect everything too.
Feels very faithful to its Crash 1 inspiration.
Technical issue I had was the joystick dead zone was a little too small for my Switch Pro Controller, so menu navigation was frustrating. And in game if I let go of the joystick the character would face the camera, inching every so slightly towards it.
I also like the alt costumes. Fun calls to others.
So far what I've deduced is that the bug occurs with AMD GPUs, but not ALL of them. Thank you for trying another computer. I'm sorry all of them are AMD.
I'll continue to try and figure out the issue. My current theory is that AMD isn't playing nice with the Render Texture perhaps. Since to my knowledge, everyone can see up to the title screen fine, which isn't being sent to a render texture.
The only thing that makes me uncertain that's the case is that I never got any complaints about "Become Prey 2" only showing a black screen even though it's using a similar method.
The only difference is that I added a second RenderTexture so the text also looked crunchy.
I need to find someone with this issue that I can send some builds to and try and hone in on the bug.