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Thanks.

Do you have suggestions on how to indicate good/bad beyond score?

The story was unfinished. But the idea was that it was ridiculous for him to be shooting cats out of trees to save them. The idea was for him to be a noir detective in his head, but basically just helping people out in his suburban neighborhood, and the cats was supposed to be one of a few problems he solved with ricocheting bullets.

My thought on why was he had to ricochet enough to shake the trees the right amount, but I didn't have time to make a shader to shake the tree. So.

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The first thing that came to my mind was full-screen effects, such as vignette effects. For example, green for good moves and red for bad ones. Big combo text or multiplier text would also help keep the player in the loop, and you could add audio feedback to make it even clearer.

From your comment, I gather that you have experience with shaders, so maybe you could make the bullet leave a mark when it hits something. That way, the player could trace its path and plan for a better shot next time.

As for shaking the trees, maybe there is a way that doesn't require actually making shaders. You could use the tree's transform component, or even add a little cutscene where the camera moves to the tree view, shakes the camera/screen, then fades out and back in with the cat on the ground.

Those are just the things that crossed my mind.

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I appreciate the ideas. Yeah I could transform the tree, but I'm thinking a vertex shader might be easier. Run a sine wave through it and spawn some leaves through a VFX node. The vignette effect is a good idea.

I considered bullet marks, probably with decals, but it just was low priority. I got a lot less time to spend on this jam than the last few I've done, and I had to lower my bar because my lack of progress against past entries I made was depressing me. I talked about that in my devlogs.

Thanks for the thoughts!

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I LOVE SINE WAVES! I have a notebook full of ideas for games where sine waves are actually the core mechanic!

As for feeling depressed when comparing your progress to past entries, I totally understand you. I find myself there a lot too. But hey, you made it, and we got to see your creation, and that's already a reason to celebrate.

Also, I know you probably already know this, but here's a friendly reminder: growth and success aren't linear. They're more like a series of ups and downs. What really counts is consistency and showing up when it matters, and here you are. So congratulations, really!

Another thing: it's very impressive how you managed to write detailed devlogs throughout the jam. That takes a lot of discipline and dedication, so shout out to that too.

Thanks. They are actually much less detailed than the previous game jam I did. All my devlogs are linked on my main page.