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3p0ch

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A member registered Apr 25, 2021 · View creator page →

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Getting a 3D game made in the course of a week-long jam, and one that actually makes use of 3D with multi story buildings, is quite a feat. It did its job well as an exploration game, and I'm not sure if the assets were already laid out in the town's structure or if you did the level design as part of the jam, but it was well suited for exploration. Having four actions and being told to apply one or a couple to each soldier as you find them felt like it didn't really add much, and it might have been fine to just find soldiers and press Space or something to automatically do whatever's necessary, but if you plan to expand the game post-jam I could certainly see minigames for each of the ways you need to help the soldiers being fun.

I followed the link and tried to run the game, and I got an error message at the top of the screen saying

Unable to parse Build/Builds.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.

I've always been a sucker for a good puzzle game, and this one doesn't disappoint. There were a couple of spots where I was wondering how in the world a level could even be possible until remembering that I could toss people around, or make use of another approach that I don't want to write without spoilers but which you can probably guess, and getting that "outside the box" feeling while staying within the rules that the game sets is always a good thing.

Another game focused on humor! I got a particularly good chuckle out of packing up everything for the end -- part of my love of Monty Python style absurdism that I was also shooting for with my game.

I got a nice laugh out of handling the squire in this game, and appreciate the little details of polish that made it in even with a game jam time frame. And I'm glad to see that I wasn't the only one to do something with slightly twisted humor in a medieval theme around "You're not alone".

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I ran into a bug where, after I realized it would be a good idea to use the watermellon's ability to force everyone to attack it for half damage and combine it with the flaming cherries(?) ability to inflict damage on anyone who attacks a particular target, the last of the enemies in the line died in the process of attacking the booby-trapped ally and it softlocked without letting me pick actions for the next turn. Aside from that it was an impressive game for a jam and I can't fault a corner-case like that considering that the game was made in a week.

Oh, thanks for clarifying, I went back and finished the game now knowing that

When I encountered clues that were just a question mark, meaning I'd having to just run around and bump into people randomly after finding the contact with the known clue, that put a damper on things for me. But the fact that I kept playing that far into the game tells you how fun it is. For post-jam development, I think I agree with Anna that giving the player an "interact" action to find contacts with wrong guesses making you lose time (attracting the attention of assassins) would be a good way to cut down on random guessing tactics, but if you do make changes to penalize random guessing then you'll probably want to get rid of good guys with unknown actions.

It caught me a little off guard at first because I wasn't quite sure how Marry would react to different things, but after trying stuff out I could eventually get through and in retrospect the solutions seemed so clear that I'd smack my head for not seeing them sooner.

It also teaches a good life lesson: always keep a stash of lollipops in your basement, just in case.

After playing the game, and seeing comments about the camera moving too slow, I realized you got caught in dev hell where you need to keep everything from being too visible all at once in order to keep the last level from being trivial but by doing so you had people turned off by it. Damned if you do and damned if you don't; a situation I recognize :p. But the concept of spotting the fake based on kinetic parameters instead of static features is a good one that I haven't seen done before, so if you expand the game post-jam to meet your original vision without the franticness of trying to finish by an insane deadline then maybe there are ways to do it like having a cycle of actions with true aliens following the same cycle but starting at different positions within the cycle so there's less (or no) need to not show them all. And there are likely many more ways to do it, so plenty of fertile ground.

As someone who likes to do Sudoku puzzles from time to time, this really turned things on their head for me. I'm used to taking my time and spending a good 10 minutes or so solving a puzzle depending on the difficulty, but here all of that goes out the window and you've just got to frantically find the easiest solutions you can as quickly as you can... it's like Sudoku mashed with Warioware! It's a completely different experience than what I was expecting but I also like a good fast paced game so it definitely works. As others have said, the production value is clearly top notch especially considering the time constraints of a game jam.

The web version was a little off because not everything would fit on screen -- going fullscreen improved it but didn't completely get everything showing on either Chrome or Firefox. That aside, I agree with ChePhan about using the ghost to slash being easy to get used to; it's innovative in that I can't think of games that have used it before yet it does quickly start to feel like a very natural way of doing things.

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Yep, I agree with the other reviewers that the difficulty with the insanely fast homing enemy was too much for me. I got the double jump and circled back to the starting area, then made my way into the zone that looked like organic foliage before having died so much that I had to ragequit. This game definitely looked like it would be good if I could make it farther. I admit my own game is also one where I expect players to die a lot, and you have a quick restart which is important in pulling off such a game. In mine I also nerfed the enemies a little bit each time the player dies so eventually it gets easy enough for them to win; I'm not sure if you would consider that a good design approach or something you would want to do in games where you know it's gunna be hard, but since I did it you can see it in action (admittedly in a different genre of game) and whether it "feels" allright.

It was surprisingly fun to blast a horde of zombies with a machine gun -- in retrospect maybe I shouldn't have been so surprised it would be that fun to mow down zombies with a machine gun, but it was executed very well in this game.

Switching up abilities was a great way of keeping the game fresh the whole time

The artwork was outstanding for a game made in a week, and it was a fun experience to play. I agree with Team Quest - I'd love to see it developed further with more puzzle mechanics and a backstory; I know that's beyond the scope of a Game Jam, but jams can be good for finding concepts like this that work well and could be expanded on.

Cool to pull off a 3D FPS in a gamejam time frame, and the graphics were great. I know the time limit on the jam is a factor, but if you feel like doing post-jam polishing I'd suggest some visual and/or audio feedback on when you're taking damage aside from the health number off in the corner.

This is such a perfect game for devs in the jam to come play to recuperate after having had their nerves frayed with the one week deadline :D

It's absolutely adorable with the cartoony visuals and audio, and ran well in browser for me. Plus it had a good life-lesson to not be afraid to send anyone who gets in your way to the depths of Davy Jones' Locker as you're ensnaring new friends.

It's a cute little game, and fun to get the enemies stuck in the maze level. I ended up making it to the long hallway with spikes on the top and bottom with monsters chasing before ragequitting :)

The game won't start for me -- it hangs on the loading screen and if I go to my browser's Developer Tools - Console window it has an error saying Uncaught SyntaxError: illegal character U+FFFD in Firefox and a similar message in Chrome.

It's a really creative idea to have pulled off for a game jam! The only thing I didn't like was encountering levels where you needed pixel-perfect positioning of the blocks when you switch in order to get it to work. If there's some way of making them push each other so they're not overlapping when you try to switch with a little overlap instead of just having the switch fail, and if you can give a little grace period when a jumping block hits a ceiling before gravity kicks in and it starts falling, then that should eliminate the need to be pixel-perfect at those points that I've come across so far.

I liked the sprites, and used the king sketch in my Brackeys Jam game! This page is linked up from the game's author comments for crediting :)

Love the sprites, and I used them in my first game jam at itch!

https://3p0ch.itch.io/all-the-kings-men

This command worked in my gamepad mapper:

localStorage.setItem("gamepad_configuration", JSON.stringify(config_data));

The only thing that stands out is the capitalized 'Window'. If I go to the console and type "Window.localStorage" it shows undefined, if I type "window.localStorage" it shows a length zero object. If that's not the issue, it might be hard to debug without seeing the code.

Gamepad support in HTML5 games is currently pretty bad. Even if a framework or game engine says it supports them, in practice I've found it to be very unreliable especially when using different gamepads on different systems, primarily because the underlying JavaScript Gamepad API doesn't map buttons and sticks consistently. If there are reliable implementations out there, I haven't found them.

So I wrote a tool in JavaScript that you can launch from within your game that asks the player to press all the buttons and move all the sticks on their gamepad while it listens, stores that data in their browser's LocalStorage where games can read it, and then sends them back to your game. A nice aspect is that if the player configures their gamepad from ANY game on the site, EVERY game on the site can read the data and use it for gamepad support without them needing to run the tool again.

The Gamepad mapper page is linked here, and you can see how I used it in practice in my game Quad. The Gamepad mapper's page has links to demos showing the gamepad mapper being used in Unity, Godot, HaxeFlixel, and pure JavaScript including instructions and source code for those implementations in the author comments.

An original idea for sure and the game has a very polished look and feel especially for a game jam, but in the mission for the unexpected death I got negative scores when I tried to follow the rules they gave, then decided to just intentionally break the rules and got a far better score that way?

The picture of the guy being dragged by the ball when he throws it hard amuses me more than I'd like to admit. Throwing it felt a little clunky to me too, and specifically it seems due to a mismatch between how full the bar is and how far the ball actually gets thrown -- about half strength seems to make it go just as far as full strength, so maybe just rescaling it so it matches the distance would make it feel better? (Unless it's not a bug and its a feature of making the distance traveled fall sharply if the inmate starts getting dragged.)

The graphics and fundamentals of gameplay were nice, but it feels like it needs to demand strategy or skill from the player. I could walk right over the enemies with impunity and just gather resources and build up defenses day and night, and after maxing the defenses all that's left to do is watch. With a little bit of either danger from the enemies and/or requirement to build and rebuild strategically to fight them off I think it would be a pretty fun game.

If the game is losing web-based saves when you publish updates and you're using PlayerPrefs to store the save data, I came up with a solution to make it not lose data on updates. If you implement it in the next update then that update will still cause save data loss, but then it won't happen any more for any future updates. Feel free to use it, the source code and explanation of the underlying problem is here.