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Ric Haines Makes Games

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A member registered Nov 01, 2015 · View creator page →

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It sounds like you need to install git on your computer:

Git - Downloads (git-scm.com)

Otherwise, grab a .unitypackage file from here Release Lootlocker_UnitySDKv2.1.5 · lootlocker/unity-sdk · GitHub

Then just drop that into your project.

Notice those files are named for which version of Unity you're using

Thanks very much! I do tend to focus more on polish than content, though, and would like to address that a bit in the future!

Cheers! Also, thanks for the suggestion, that's something I'll add when I update - I noticed some of the sounds aren't right when engines are frozen, so I'll upload some fixes after the jam.

Great visuals and environment, and also a nice idea! I would have liked the bomb 'recharge' to happen bit quicker. When I found a laptop (near a church) it was, presumably, broken. I don't know if I could have done much to avoid that and it meant my game was over.

I really like the idea of this! I wonder if it just needs for there to be an element of skill in actually hitting the shot to avoid badly aimed shots that aren't your own fault. I do understand that it's meant as more of a card game than a skill game, though.
The interface could use a tiny bit of polish: I accidentally took a shot a couple of times when I was just scrolling around.
I've only played against myself, unfortunately, but can see the potential this has. Great entry!

Thank you very much! I probably spent too much time making the presentation smooth instead of working on making an AI opponent! I used to play the paper/box game as well! I never thought of the similarity. In fact, my game is heavily influenced by the great board game, Carcasonne. If you've not tried that, I recommend it highly. Thanks again for taking time to try my game! :D

Just a note to say that I don't think this aligns to all the rules of the jam very well. In particular, the rule "Single player only" which I didn't really take in. I had meant to add AI opponents which would have effectively made the game single player, but I ran out of time to implement it. Good luck everyone!

Thank you. That's really nice to hear! :D

I've spent so many hours of my life failing to win at this game! Now I can spend some more... Thank you! :D Is this the world's first 'Foddian' game?!

Good stuff here. I like how you can bowl over a whole row of baddies if you throw from the right angle! I sometimes found throwing wasn't working so well for me, but that might be because I was sitting down. The background is obviously a bit flat, but that's not important. Well done!

This is such a great idea, and has been executed really well. I would like to be able to 'bat' the balls back, perhaps, as well as the catch/throw mechanic. The balls do move rather slowly, but obviously they need to, really, so that's fine imo. Sometimes balls are caught a little away from the middle of your hand, so setting them in the same place on the hand might work better. The characters look great and I saw a young child following her mother, which was a nice touch! I also love how they celebrate when you're dunked :D

Thank you! I'm glad you enjoyed the game. 20 is a good score that I can barely get myself (though I do have difficulty throwing due to an injury). I went for the 'moody' atmosphere partly for the aesthetic but also as it hides the simplicity of the environment. My partner said the same as you, though, so I might think about using a lighter sky if I update the game.

Great! It was a while before I realised you'd uploaded a Windows build and I could get to play this. I really like the way you can press buttons with the gun, which it was my instinct to do. I played once with a single hand and again with two hands on the gun. I did better with one hand, strangely. I like the under-the-counter score reset button! Good work!

The environment is nice and clearly has lots of work put in to it. Unfortunately this made the framerate drop a tiny bit on my Quest 2 (through the in-built browser) . I wonder if the bullets should move faster, but that doesn't stop the shooting from being fun.

This is nicely made and looks good, albeit not making the best use of the carnival theme. I don't understand the challenge as there doesn't seem to be a timer or anything to cause a 'game over'..? Smaller things to add might be:

* Something to show you need to wait before pressing the buttons (in game mode #2).

* Different leaderboards for different game modes/difficulties.

* Some form of background for non-passthrough mode?

It's a great start, though, and I like that it works in passthrough.

I'm really glad you like my game. It's definitely too difficult at the moment, even though I was aiming for 'challenging'. I showed it to my partner a few days after the jam and even I couldn't get back from screen two after around 3 tries, so that's pretty telling!

I'm going to do some more work on it, I think. I'll add some 'intermediate' floors that appear before the harder, current ones come along. That should help with the time limit a bit.

I like another commenter's ideas about ability pickups (double jump, dash, turn in the air) and I'm considering how to add those and whether they'd be permanent additions (a la roguelite) or just for the current run.

Thanks for hosting the jam!

As mentioned on another comment, I've updated the WINDOWS build to v0.2 with, I think, a subtle improvement to the jump responsiveness.

Thanks again for your feedback

I'm not sure exactly what you're suggesting but I've had a fiddle with the jump today and I think it feels a little better now.

I really want to keep the jump on key-up as that produces a need for timing when you want to do a big jump. I also prefer the hold/release mechanic of wall jumping.

What I've added are:

* A micro-jump on key-down that blends with the main jump if you tap/release the key quickly. You can just see it when you hold the button and the character goes into a crouch (which just looks like 'animation' in that case) but does mean that the character's jump technically begins on key-down now.

* a subtle sound effect on key-down, adding a modicum of feedback.

* a fraction of leeway with checking whether you are on a platform, meaning slightly late jumps are registered.

I've uploaded the WINDOWS build to v0.2, alongside the jam entry version, if you fancy giving it a try (absolutely no worries if you don't, ofc :D

Cheers!

Thanks for playing and I'm glad you like the game.

I'm thinking the game leans about one degree into being roguelike by choosing a random set of rooms each time. I'm hoping people will get used to the room layouts as they play multiple runs. There're only four different rooms so far (after the first room that doesn't change, apart from flipping horizontally) and I reckon someone could master all of those after a couple of tries each.

The level designs were definitely rushed, though, and should be more evenly difficult.

Thanks again for your kind words!

Thanks very much indeed!

I'm glad you like the contrast in atmosphere. It really shouldn't work but does! I think it reflects my own slightly morbid sense of humour, too :D

I'll look into the change direction/jump issue, but I don't think there's a delay of any kind, beyond perhaps the actual exact same-frame, if you see what I mean. As I've said elsewhere, I wonder if it's more about the jump happening on the key-up rather than key-down (or mouse-up/down) that makes it feel delayed?

Thanks for playing and for your great feedback!

Thanks very much for your kind words. I will add alternative keyboard controls at some point. I've not come across that problem before. What exactly is making popups appear for you? Is it a laptop feature of some kind?

The jump responsiveness issue is probably due to the jump happening on key-up rather than key-down, I would guess (I did have a little bit of 'bounce' on the main character which looked nice but made quick jumps a bit hit-and-miss, so I dropped that).

I like the idea of picking up abilities. Double jump and dash would work well and could be used to speed up your run. I think turn is always going to be needed to complete a room, though.

Thanks again!

This is a nice, original take on the invisible platforms theme. Like the other commenters, I had some difficulty understanding exactly what was expected of me, so some explanation or visual clue that I was progressing by shooting the enemies would help a lot. I didn't understand the dark red spots that kept spawning new baddies no matter how many times I shot them. However, the sound is really nice and the concept original. A great entry to the jam. Keep them coming!

This is a really nice entry! The pixel art is really nice (I particularly like the moon when it becomes visible!) and the atmosphere is wonderful. It's a great idea to have the platforms there but invisible without the light, meaning you can reserve coldness if you dare to push ahead without visibility. I can't really fault this one at all. One miniscule thing: if you press escape the game freezes. But, tbh, I shouldn't have done that :D

The jumping 'squishiness' is nice :D and I like the wall jump, where you can jump in the same direction again. The main mechanic is a great interpretation of the theme and I could definitely see this being taken further. I had no sound, so I presume that didn't get done in the time, but just a few blips and beeps would have benefitted the game, given the minimalistic design. Very nice work!

I enjoyed this and got to the end, which is rare for me :). There are small problems that others have highlighted, of course. I did find jumping a bit hit and miss at some points, so that's probably the most important thing if you spend more time on the game. I also found not being sure what was below when dropping downwards a bit of an issue. Also, because I'm a bit slow, the music came to an end, so that needs to be on a loop! All in all, good work!

I did find this very hard and I'm glad I wasn't the only one! I also had difficulty seeing the platform over on the right hand side of the first area. I had to make the game full-screen on one particular monitor - on my other two it wasn't quite visible due to the resolutions (1680x1050, 1920x1200. It worked okay on my 1920x1080 screen), though I realise those are fairly odd resolutions. It seemed I had to jump to continue the dialog, which is a very small issue. I think a tiny bit more height on the jump would be good and, as others have said, a little more time on the platforms would help a lot. Lovely art style, though, and a great idea! Well done!

Lamento haber tardado tanto. Fue un error muy extraño y he estado bastante ocupado. ¡Ya está arreglado!

¡Tienes razón! ¡Adecuadamente avisado! Sin embargo, tengo un problema extraño: si codifico el nombre del canal, funciona, pero no si tomo el nombre de mi campo de entrada. No estoy seguro de cuándo se solucionará esto. ¡Mira este espacio!

I love how specific the health reading is xD This is a great first jam entry and I hope it's the first of many for you (warning: jamming is addictive!). The game is, of course, pretty simple but it fulfils the brief and it's fun. Well done!

Really nice entry! The graphics and theme interpretation are so good I'll have to downgrade scores for other entries :D I found the placing of objects a little finnicky, though. Maybe a slight hint of the actual grid would help. Also, the 'hint' is basically "here's the solution", but I can't think of a better solution for that, tbh. This is 90% of the way to being a really, really good casual/mobile game that people would pay for. Well done!

Thank you very much! I like the idea of bringing back the crops so you can see your complete garden at the end - I had to clear them whilst playing as they got in the way of seeing the blocks/space behind, and the crops didn't look good from directly above. If I don't decide to go the way of having the blocks disappear after growing, as others have suggested on here, I'll definitely see about implementing your idea. Thanks again!

Thank you! Yes, an online high-score table would be good and I might add that. I think your score is probably very good, actually. I think it's better than my playtests, though one does tend to try to break the game rather than score highly when testing during development!

Thanks very much! :D

Thanks for taking the time to play and for the feedback. I'm definitely thinking of trying clearing out 'grown' crop squares - then I think any squares above would need to fall down. I didn't want to add line-clearing like in original Tetris as that'd mean you could just, basically play Tetris and ignore the crop-growing aspect. I like the idea of the modifiers! Thanks again!

Thanks for your kind words and suggestions. I did plan to have a go at clearing the grown squares and have the ones above drop, but didn't give myself enough time. It's definitely possible that I'll add it at some point.  Cheers!

Thanks for playing! I think some form of indicator would be a great idea, showing the tetromino where it will land and also which squares will grow. I'll consider adding that when I have a moment.

Very nicely done! I actually enjoyed not knowing what the symbols needed and figuring it out myself. Gave me some good penny-drop moments. Not too tricky in general, which suits me :D

It works fine by installing the html build through the Itch app, btw. It's good while it lasts but we need more levels and for the mechanic to be fleshed out somewhat. Great start, though!

Really nice! I didn't get any lag on Edge, btw. Also, I don't really know if this is based on any other puzzle game, but it's a new mechanic to me and it seems really clever. Nice, clear presentation, too - just needs more sound, ofc. Well done!

Ah, cool! It's good to hear that someone managed it. Maybe others will. I think you really have to be airborne a lot, which isn't ideal, really, but it's totally within the rules :)