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Weskar

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A member registered Apr 19, 2017 · View creator page →

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Yes when you get below three, bunnies you start having a almost a different kind of game, that requires close observation to the remaining crops and the crop counter text in the upper corner. Cause when you see that crop counter stop you know a bunny is hiding nearby and once it goes again you know, it just started eating again and you prob missed it, so you backtrack. Even to the game is fairly simplistic there is some strategy involved, even the sound queues are spatial & thus directional meaning you can catch bunnies simply by sound. 

There is a this whole different detective layer in this game but it is very underdeveloped in its current state. Its one of the things I both hate and like the most in this game. But if you pay close attention you notice that, but it requires some level of understanding and mastery. Which is currently not being taught good enough by the quick instructions, for a game this complex there should have been a tutorial in place. But ran out of time so had to improvise like most aspects of this game. Duct tape, on duct tape, on duct tape, its a miracle shitshow that kinda works.

Glad you liked the little end cutscene, it was fun doing experiments like that, this one everybody loved since most expected a boring end screen. A little surprising twist. Thanks for the comment & feedback! <3

yuph agree currently working on a after jam version addressing these problems and putting new systems in place.

Love that you can bunny hop in this game, strong contender. Shame there is no fullscreen button (You can enable that in game settings, see image below). Also not sure if you even get score from killing bells & bunnies, cause I was just spamming dash and hopping every where to collect eggs, not even shooting in my second run. Beat my score by a mile from the first time around. So there's really no point in doing so? Idk, nice game though, loved the music especially!


Good job all. Hope this feedback helps & best of luck!


Love that you can bunny hop in this game, strong contender. Shame there is no fullscreen button (You can enable that in game settings, see image below). Also not sure if you even get score from killing bells & bunnies, cause I was just spamming dash and hopping every where to collect eggs, not even shooting in my second run. Beat my score by a mile from the first time around. So there's really no point in doing so? Idk, nice game though, loved the music especially!


Good job all. Hope this feedback helps & best of luck!


Nice little game, bit simple and sometimes its more about getting lucky then anything else. Wish there was a tad more meat on the bone, besides being fun & smooth, it just lacks content.

Good job. Hope this feedback helps & best of luck!

Love the concept, feels a bit repetitive after a few pages, but altogether a decent entry!

Good job. Hope this feedback helps & best of luck!

Nice little game, simple and fun.

Although would have been nice to had some more tips or guides, for instance once the game loads up you are like okay what now? Start pressing movement ability button, thinking its movement. But nothing happens no energy? So I just started pressing everything until I hit the player itself and notice the actual movement was there. A bit confusing, also no indicator whos turn it is? At least not that I noticed and no way of telling how much eggs to go until the game ends which would have been a nice feature.

Also a bug that doesn't allow you to connect on the same browser? Had to open two different browsers to be able to connect, might just be me though.

Bit risky going for a Multiplayer game in a game jam, but nice job. Although recommend a single player mode or at least a one screen multiplayer mode. Just for the solos out there, prob losing a lot of ratings thanks to that.

Good job all. Hope this feedback helps & best of luck!

Agree wanted to implement it so when you had no gun ammo you could jog/run, but we ran out of time to add that feature. Besides it would mean that much of the game needed a rebalance since, the bunnies hide when the player gets below a distance threshold. (Unless eating.) We already were pushing this to the last minute and doing something like this would have been too risky.

Thanks you liked it means a lot! <3

Thank you!
Yes controls take a bit of skill to get used, it was more of a prototype that stayed in from the early phase of the game. It should have been replaced towards the end but we ran out of time. So we just rolled with it!

Appreciate the comment! <3

All white outlined are props, in which the bunnies can hide in. Its a a prophunt game in a nutshell. Should have conveyed that better. well learning point! thx for the highlight and hope this helps at least! <3

Thank you, the map is fairly big 100 x 100 m, but it must be for this type of game, since the bunnies come out of hiding once its safe and the player is far enough. Hence why. + its fun to explore!

Oh, the controls yes get what you mean it  was more of a prototype, but it grew on me over time its one of those things. That I hated at first but liked in the end, it makes the game feel so much more tactical (and silly). Idk, will def look in learning alternative ways of doing a controller for this type of game just so i know how to. I know of two games top of my head which have amazing controllers VRising & Foxhole, if I had the time I would have prob switched to something like that.

Thanks for the kind words! <3

Thank you the art was my jam. But had to cut it short after 3 days, rest of the jam I was busy with programming most of the game.

Which didn't leave much room for anymore props or other art sided things. For instance the fences are still from the prototyping stage, so is the gun. For the time I had on it I think its decent but for a week jam still think its waaay to shallow. For my calibre though.

But deff learned a lot, both Art/Programming, first time writing AI and first time doing a combo of 3D + 2D environment. 90% of this game was outside my comfort zone soo was really educational. + great fun with the hole sillyness act we had going on in this game. :)

Thanks for the comment appreciate it! <3

thanks for the feedback, glad you liked it! <3

Thanks glad you enjoyed it! <3

We used vwise for the audio, only till the end we noticed it wasnt possible to build webGL with it, so it was two options: rebuild the whole game with a different audio system or just roll with it, we went for the latter and learn from our mistake, prob not gonna use it again. Unless future changes allow you to do exactly that. Was a great system tho and real ease of use, such a shame.

Apparently they have a specific version that is allowed to build webGL, but it requires a request by mail, which went out around the deadline, we just haven't heard back from them yet, if we do we will throw out a webGL version straight away, till then fingers crossed.

btw no shame in not finishing, it just means we did a good job on our horror part.... right? :P
Anyways thank you for your valuable feedback!

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Yeah we were a bit crazy to attempt a 1-bit 3D game, but was fun. We actually used 2 shaders here one from Madalaski A obra dinn shader remake he made on YT tutorial(Works on the camera) and another was one our programmer Recessive came up with, wich was applied to the objects, together they worked really amazing together. Wish I knew more about shaders, this was certainly a eye-opener moment for me as mostly 3D artist. Must admit we got a bit lucky that it worked so well off the bat, without any issues and I mean the result is insane & very unique. Thank you for the feedback, really helps. <3

Thank you glad you like it, gave it my all. <3

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Thank you! I was the artist of the team, was my first team experience but a delight. Was not easy to make it work in 1-bit, but tried my best and the result speaks for itself, by far the hardest challenge to date for me, made like 50 models in about 3 days, was insane. Glad you enjoyed it and thanks for the amazing feedback! <3

Thanks for positive feedback! Hope we gave you a good scare :)

Controls were a big screw-up from my part, that I wont make a second time. Was still testing the waters, now I know what not to do!

Besides that I may continue some development, just feel like if I do it is gonna need a big overhaul. The game in its current state may seem stable its just smoking under the hood.

Actually had a few ideas in mind of making it some minecraft dungeons meets VoidTrain/ Raft game,  still have to decide, maybe down the road. Just gotta get a few more game jams under my belt before I decide to make such a investment! Anyways Thx for the feedback! <3

There were a few building sound effects but they were so bad.. so just made sure the music would go over it, but true it gets old quick. I also kind of decided to go with a different approach than a shield, just simple regeneration that way you have still time to recover hp. Thx for the feedback!

Exactly what I felt when hearing that song come by! Thank you for your positivity!

Thx for the feedback, true very good suggestion on that sorting! Wish I would have thought about that. Was planning on adding a gatling gun which would have destroyed objects on its path. Just ran out of time, so rolled the dice.

Yes I am, & would love to work together! message me on discord: #weskar9752

Nah it didnt spoil the experience at all, was a funny moment. But all is very understandable, more a fast paced guy myself, nonetheless. I can apreciate the game and your approach/ mindset. Best of luck & keept it going ! <3

Totally agree next time I will, was still testing the waters. Mistakes were made, in plenties! But must admit this is my biggest one, thx for the feedback!

Thx for the feedback, didnt have time to implement audio, felt to silent without anything. So just popped up some music I came across whilst making the game which embodied the feel of the game.

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Harpoons are only to collect scrap piles, but yes I actually had a gatling gun model ready just not enough time to implement it, which made the endgame bit boring. Tutorial same deal, was working on it with all the keybindings showing on screen, but it felt a bit redundant at the time. Which I regret, should have made a simple tutorial or a breather before gameplay explaining, truly my bad!

Each object has its own tag and a random between two float values which damage the ship, for instance dunes do like 100-250 damage, while a cactus does only 10-25. Ship hp is 2000, with regeneration of 10 each second. Making it so that you would have to outweigh what you want to hit. Liked that concept, but should have conveyed that to the player properly with a damage dealt pop-up for instance or just telling beforehand, it is just under-developed feature/system atm.

Thx for the feedback and bringing my mistakes to the light! <3

As I understand you are! Its more a quideline I think.

From the overview:

Questions:

Is post-processing allowed? (YES) 

 Are other two colors allowed? (YES) 

 Is switching between pallets allowed? (YES) 

 Is anti-aliasing and alpha channel* allowed? (YES)

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Hi I am a 3D modeler (mostly), bit of jack of all trades if I put my dedication on it. I just finished my first game-jam-submission a few days ago was very intense (Go check it out!), but want to take a step back and focus more on the art side of game development, preferably 3D art. (Havent dont 2d in a while, so bit out of touch.)

Also I am only familiar with unity and have never done a team project. But I am eager to learn & listen!

When it comes to time I am currently free from work through-out the whole game jam, and before hand so thats a lot of time I can work on the game and polish the shit out of it!

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Great work, little tips for the future tho:

-Very repetive gameplay, just the same thing over and over again endlessly, for the sake of score. Gets boring real quick and leaves a bad after taste. Just needs more meat on the bone if you go that direction.

-Besides that great job on the audio, love the intriguing music in combination of those great sound effects really sets the mood. Art is nicely done, bit overly static, could use some movement  (animations) and effects (particle effects). Good job, keep it up! <3

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Thank you for the great feedback, honestly happy everyone is having no bugs or problems at all that was my #1 priority.

The helm next to the upgrade area was never really intended I wanted the player to repair their placeables if they malfunctioned but never got to that feature (so you had to walk up to it.) Also the place menu is a bit confusing when it comes to displaying what you can and cannot afford it's just white, really bad game design from my part, sorry!

The game was first intended to be a tower defense while you were fleeing from flying enemies. But dropped that idea when I realised it was to much.

Harpoons only collect scrap piles, they don't fully clear a path. But true balancing should have been better! Missed opportunity, I did a stupid instead of making more different obstacles, I made variations. Which ate hours of time to set up correctly.

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Excuse me, my bad will replay and update my feedback comment above accordingly!

Great work, little tips for the future tho:

-Very repetive gameplay, just the same thing over and over again endlessly, for the sake of score. Gets boring real quick and leaves a bad after taste. Just needs more meat to the bone if you go that direction.

-Font is not optimal for reading, consider a more read friendly font, mine standard all around go-to is just Roboto. Also becarefull of not using to much text at once, is a bit overwhelming.

Understandable, most important thing is that it all works! Love the idea of games originating from raw creativity of a game jam and ending up as a full polished game, best of luck to you! Go at it!

Great work, little tips for the future tho:

-Like others mentioned bit buggy, besides that well done on the art and story.

-bit too slow-paced for my personal taste and tedious when it comes to the given tasks.

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Music no problem, gonna remove it from the game after the jam is over.

Yes alot of time every hour I had, didnt close a eye the last two days, I went on a full 48 hour kill-streak getting it all working. For me this wasnt just a game jam or game for that matter , but more so a point that i am capable of this. I planned and prepped myself a few days before hand, watching tons of videos of game jam participants and learning tips & tricks from them.

My end goal is to eventually make games like this within a 24 hour span. So still have a long way to go, but this is the beginning to that journey!

Honestly wish I could have done more, didnt had time for UI or Audio. Simply because I am still converting from a 3D modeller to actual decent programmer. So lost 90% of my time to programming, such a waste.

yes post-processing, didnt get it to work straight of the bat, so delayed it and eventually forgot about untill now actually whoops! thx for reminding me, will write that down.

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The modeling was so fun, kept spending to much time on it.. more artist than programmer. Thanks glad you like it! Means a lot to me! <3

Great work, little tips for the future tho:

-Its just overly simple. Dive down go really slow skim to the border get all the treasure go back up… not fun.

-Charachter visual looks like a very serious prototype not final. Keep it simple! I get it you want to overachieve! Just dont, its a game jam!

-Screensize doesnt fit properly, not sure if intentional.

-Overcomplicated UI, too much unnecessary text and values that dont really matter for what you are trying to achieve, a diving adventure game.

Great work, little tips for the future tho:

-Player collider is a bit to big

-Bit oversimplified, feel like you could have done more, instead of the same style puzzle multiple times.