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xenobrain

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A member registered Mar 21, 2020 · View creator page →

Creator of

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Thanks for playing!

Being able to push through clouds either by dashing or sheer determination is actually a totally intentional part of the game and it has indeed been balanced around it.

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Ah ok, no bugs then it looks correct to me. I’ll take into account that the minimap might be too small for future updates. Nothing is getting cutoff that I can see, did you notice that the world wraps around the x axis? The stuff on the left is actually from the right side of the maze being drawn as “ghosts”. The maze generator will create connections between sides too so it can be useful to take advantage of

Thanks for sharing the screenshot and thanks for playing!

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Could you share a screenshot regarding the map being offscreen? Discord preferred but here is OK too if you’re not there.

Regarding the clouds… “that’s not a bug that’s a feature” ;). I probably shouldn’t give that away already because it was meant to be a secret mechanic and I wanted to see how many people discovered it. But maybe it’s OK because the game is actually more fun and much easier when you figure it out. It’s been somewhat balanced for it too as there’s a trade off in speed and vulnerability to birds

Hello, this jam requires you to submit a video game that is free to play in the browser on itch.io. Your game does not meet this criterion and has been disqualified from the jam.

Hello, this jam requires you to submit a video game that is free to play in the browser on itch.io. Your game does not meet this criterion and has been disqualified from the jam.

Hello, this jam requires you to submit a video game that is free to play in the browser on itch.io. Your game does not meet this criterion and has been disqualified from the jam.

All submitted games must include a version that is free and playable in web browsers

This game was DQ’d during the ratings period due to not being made with Dragonruby, which was a rule of the jam.

It’s a solid entry otherwise and worth playing so it’s now returned.

Thank you for this detailed review on all the ways the game sucks. It’s more than it deserves =P

It was created in jest in about an hour as a parody while I worked on my “real” entry. That there aren’t more negative reviews is just because people are too nice

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Unfortunately, I couldn’t figure out how to unlock the other balls.

Really interesting from an implementation perspective though. Great physics and FX. The use of signed distance fields with pixel arrays for rendering and logic is quite novel for a DR game

Interesting sound toy. I had fun trying to get everything timed into some kind of rhythm

Fun gameplay with very satisfying animations when you smash though trees, fun sound effects and appealing art. Love it when you can chain time bonuses. Whee!

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“Bouncy Swordfights”

Literally exactly what was promised.

First class production values through and though. I laughed while I chopped up the baddies. Great…. everything

Wow, challenging! From the first level I wasn’t sure some of these jumps could even be made. I made it to the upper part of the third level so far.

There were clearly some challenging programming problems solved making this game. Respect

An “auto jumper”! Seems like it should be a genre but first I’ve heard of it =P

Great implementation with some really lovely art

What a great and hilarious concept! It’s quite fun, too. Personally, I’d like the difficulty to scale up a bit faster.

Surprisingly authentic CGA graphics! It’s unusual enough for a jam game that it felt fresh

Wow that’s just one shy of the theoretical maximum which you probably can never get due to the physics sometimes causing new spawns to leave the screen.

You are way too good for this game

Mooooooooo

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First, congrats on shipping a tiny game!
Looks like you used BlitzBasic

I was definitely amused by the art and music

I’m sure you’re aware collision detection is a bit glitchy. There’s a few other bugs too, but the game is indeed completable.

Also the game speed seems tied to refresh rate. It ran too fast on my 165hz monitor.

What would be really appreciated is a way to quit the game before the ending without having to kill it in the Task Manager

I also wrote some samples using the impulse-based approach

Simple: Boingy

More advanced, with rotation and better solver Boingy2

The second one is a little messy still because I’ve been busy with other projects and haven’t cleaned it up, but it should still be helpful

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Below are links to tutorials that take a deep dive into making things boingy. They are sorted from simple to complex so be prepared for some heavy duty math as you get near the bottom. If you want help with maths stuff, come see us on the DragonRuby Discord and head for the #math-physics channel.

Tutorials

Build a simple 2D physics engine for JavaScript games https://developer.ibm.com/tutorials/wa-build2dphysicsengine/

Collision Detection and Response https://www.metanetsoftware.com/technique/tutorialA.html

Newcastle University Game Engineering - Physics https://research.ncl.ac.uk/game/mastersdegree/gametechnologies/physicstutorials/

Rigid Body Dynamics http://www.chrishecker.com/Rigid_Body_Dynamics

Game Physics Series https://allenchou.net/game-physics-series/

References

These are the resources that almost everyone builds on. They can be tougher to learn from but it’s the most definitive information

Dirk Gregorius. March 2013. “The Separating Axis Test Between Convex Polyhedra.” Game Developers Conference. http://media.steampowered.com/apps/valve/2013/DGregorius_GDC2013.zip

Dirk Gregorius. March 2015. “Robust Contact Creation for Physics Simulations.” Game Developers Conference. http://media.steampowered.com/apps/valve/2015/DirkGregorius_Contacts.pdf

Erin Catto. GDC 2005. “Iterative Dynamics” https://box2d.org/files/ErinCatto_IterativeDynamicsSlides_GDC2005.pdf

Erin Catto. GDC 2006. “Fast and Simple Physics using Sequential Impulses” https://box2d.org/files/ErinCatto_SequentialImpulses_GDC2006.pdf

Not speaking for the host, but there is some general guidance on this topic that applies to most game jams.

If you’ve been coding for any length of time you’ll have a library of fairly generic functions you’ve written that apply to multiple projects. Maybe some of those functions were “borrowed” from stackoverflow originally. Some might be fairly large like a grid drawing and querying system or an animation system if the engine doesn’t provide one.

Bringing in the grid or animation systems is typically fine in most jams (not Ludum Dare), but a larger system that also includes character movement, and pre-programmed abilities that is nearly a playable game already, is not.

If it’s code you feel like you have to ask about–don’t do it

Thanks for playing! There are quite a few known bugs as I was unable to work on the game during the last week and had to ship it unfinished. I haven’t seen the scoring issue mentioned but I have a good idea what it might be,

The game is absolutely inspired by Bubble Bobble, good catch! As I continue working in it, I will be bringing more ideas from that game

No worries, we completely understand stuff like this happens. Your entry will certainly be qualified in the contest if it’s all worked through in a reasonable time frame. Take a break, get some sleep, and visit the DRTK Discord when you can. You’ll definitely find help there.

It definitely works as a complete game and is more polished than some of the other scratch entries. Nicely done

This seems like an interesting concept, unfortunately it’s so crazy fast I can’t survive for more than a few seconds

Polished entry. I like that the arrows tell you where the circle is going next. Gives you a sense of false confidence about how easy it’s going to be =P

Unfortunately I just can’t keep up with my laptop trackpad. I’ll have to try again when I have a mouse handy

Fun concept and very polished presentation!

Took me 3 attempts. Solid entry. Nice particles

Your page says this is your first time coding such a game. Congrats, shipping a good, working game is always a great accomplishment.

I first played this last week, I think. It was clearly still WIP so I just came back and you seem to have greatly improved it

Nice, simple concept executed well. Great art and sound, too. An option for (much) higher difficulty would be welcome

Why does the timer reset to 10 when you go down the (unavoidable) pipe? I run forward for the remaining 10 seconds hopping over the logs but there’s no indication of an achievable goal. Can this game be completed?

Weird stretching character. Weird scoring system. Weird music. I’d say you squarely hit the mark you were aiming for =P