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A jam submission

Yojambo 2View game page

Stealth action
Submitted by Et Al Games (@collin_eye) — 6 hours, 48 minutes before the deadline
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Yojambo 2's itch.io page

Results

CriteriaRankScore*Raw Score
Inspired-ness#213.6514.000
??? (What that means is up to you!)#253.2863.600
Overall#293.1043.400
Enjoyment#402.3732.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

C++!? C++. C++! C++.

Developer

C++--

Submitted

Process returned -1073741819 (0xC0000005) 
Submitted (1 edit) (+1)

Having the people fight each other was fun!, although it seemed like some of the groups of people weren't able to leave their home bases?

Developer(+1)

Some of them will only leave if you start a fight with them (or another NPC does). Might also be a bug!

Submitted(+1)

I really like the look your custom engine can achieve. I figured out how to pull the dudes towards each other for epic slap fights :)

Developer

Yes! glad that a few people have figured that one out. The look is achieved with a simple toon-shader and buggy shadow mapping!

Submitted

This looks really cool and I am so impressed you made this in a custom engine during the jam time ...but sadly I'm having this really annoying issue where my character is constantly moving to the left :/ It's making the game almost unplayable. Do you know what the issue could be?

Developer

Do you by chance of a controller plugged in? It may be a deadzone issue with the stick

Submitted(+1)

I might have, actually... I'll try the game again later tonight

Submitted (1 edit) (+1)

It turned out the issue was related to me having a controller plugged in...

Anyway, the game/simulation is pretty fun! I love the slap fights and it's fun getting into staring contests with the guys. I'm still in awe you made a custom 3D engine for this game, did you make it from scratch for this jam or is it something you'd made before?

Developer (1 edit)

This is the same codebase I used for Changes. Before/during Changes I was doing a first person game so a lot of this code is from those days (asset system, skeletal animations). The new tech was mostly on the physics, prefab, and editor side.