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Wow, I thought my idea was ambitious! The switching of engines and gameplay styles is something I've never experienced in a game before, certainly not a game jam submission. The scope alone is awesome, but also the humour, overlapping narrative and little additions (like the skull in that dragon level, and znedds plane) really make this one special.

I'm proud to say that I was able to beat the Halo spoof level without killing anyone (immersive sim speedrun skills ftw), but I did die about 5 times from falling off the elevator. Frustrating but still funny, definitely has the tedious factor nailed down. Also for that level, did you teleport the same map object for each "stage"?

The ending music was pitch perfect, good job with the Tarja vocals!

And finally thanks for the shoutout! I was pleasantly surprised by the Out Of Order scene, and you managed to nail Frank Mallone's voice. I liked the drawing at the end, by any chance was the female characters design based off my own terrible 3d modelling skills?

Overall, excellent job man!

P.S. I swear to god I'll get a version of Ja Wizardman out soon... And Out Of Order Episode 2...

(+1)

Thanks for playing!

I think Ja Wizardman was still the more ambitious project albeit in a different way. I'd say what you attempted was more work but this might have been more risk. I'd done some experimenting before the jam and went in about 90% sure it would work, but it's still quite complex which means there are more chances for project-killing problems and game-breaking bugs. Testing it was probably the worst part, with limited time and only a few machines to test on (development laptop, gaming desktop, and a virtual machine).

I've talked about it in my postmortem but this is something I've thought about doing in the past. SBIG Jam seemed like a good place to try it and I could still submit something if it didn't work out.

In testing we found that dashing through that level is the fastest and easiest way to beat it.

The Library knockoff level is actually copy/pasted 4 times. There's a trigger in the corridors between that disable the previous section and enable the next one. I thought about adding the "Loading... done" text but ran out of time to do it.

It still has performance issues even in version 1.1. I think I know why it's slow in general and I think I've partially fixed it, but performance seems to get worse as you move through the level and I have no idea why. The components were never meant to be used with a lot of NPCs at once, but Shattered had a level that ran badly but acceptably with more on screen than this so I don't know why it's so bad here.

I think I've mentioned this before in other responses but the tedium factor is something I was kind of really on the fence on. I don't like tedious games and I know some people are turned off by this also, but I wanted to play with making the game so bad it's good in that the moment-to-moment gameplay sucks but the overarching promise is enough to keep you playing.

I really regret not doing an ending song last year (I did one for TWAT but not for Beach Defend 2000) so it was pretty much at the top of my list of things to include. I made that by singing along to a karaoke version on YouTube and I'm kind of amazed it synced up to the MIDI that well.

The drawings are somewhat inspired by the style of your games although I can really only draw one style. The drawing of the female character was my attempt to draw a certain physically impossible pose that seems to be common in comic books. I struggled a lot with it because I kept trying to figure out where things went and nothing made physical sense. Frank Mallone was challenging for a different reason; since he doesn't have facial features in the game I had to fake it. I also reworked the gun a little bit though I don't remember why.

I'm looking forward to Ja Wizardman, and I've been looking forward to the next installment of OUT OF ORDER since the first one was released.