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Crystalwarrior

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A member registered May 02, 2017 · View creator page →

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Thanks! Yeah, it's a good idea! I'll see if I can implement it later :)

Yep, my entire team is admins, I even checked the "display team as contributors" but they still run into this: "You are unable to rate this project because you have not submitted your own entry. You can leave a comment below though"


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Well it isn't fun for the possibility of not receiving any votes in spite of rating other entries because a thought in my mind is we'll be buried if other teams don't figure out how to vote on other entries 🙃

the karma system on itch is also designed for the purpose of allowing every entry to get its fair share of attention while also letting other teams know that voting on other teams is a good thing and will increase their karma.

Sorting by score at the end already declares winners - having the highest score in your respective language bracket is already a "win", because it is a way to rate the entries. Such a rating system is already a quantifiable way to measure "quality" - even if it necessarily doesn't actually dictate as such.

I agree that voting on other entries is fun. But I fully disagree the voting system as a whole is fun because I have to deal with anxiety if my entry will be voted on at all (which ISN'T FUN!!!), and I only have to rely on my language bracket to be able to do so, and they must play the same game they already know start to finish to be able to even rate, and it ends up in a large mess where I wish it was about the substance of the comments and reviews instead and not about voting so I could at least send it to my friends and family to leave a good word and not bother with the fact that their opinion is "lesser" because they're forbidden from voting.

The karma system is specifically designed for this issue and I'm curious on your reasons why you're not using it.

I also want to be blunt that these are all choices you made for this contest. These are systems that encourage specific behaviors and our entire team is actually depressed because of the way the winner situation was handled, the lack of communication on the scoring system, no tutorial on how to do it, and the fact that contributors CANNOT VOTE (despite being stated elsewhere that they should, I'm the only one in our 8 person team who can even rate entries).

I think the 2 week period to judge other entries is a good idea. But the voting system itself is inherently competitive and runs against the core of the contest you stated. It really sours the mood and if the score system was removed, replaced with "judge other entries, leave a comment, entries will be sorted by karma during the judging period" means that the process of judging and reviewing entries would've been the encouraged behaviour instead, rather than scoring a randomized list of entries.

Despite this I'm still thankful for this jam, it was extremely fun to participate in when I didn't have to think about the score system or anything related and I had more fun commenting and reviewing other entries that I could understand in my own language :)

how will the results of the voting be announced? Will it be listed by language, overall, or no winner announced period?

I just realized there's nothing stating a winner will be announced for the jam anywhere on the main page so if this is about creativity, discovery and collaboration then I question why have the rating system in place at all?

I think Dominik raises a good point where rating anything other than 5 stars is already seen as anti-collaborative and bad. For example even if I feel the entry is not perfect/flawed in some way I absolutely do not want to rate it anything less than 5 stars cuz I risk just looking like a dick for it, even if my goal is to criticize the entry and point out flaws while also listing what I liked about it. Therefore I just end up leaving a comment anyway.

Perhaps for the next jam, just don't have rating at all! Encourage people to comment and leave their constructive feedback without any need to introduce any competitive element, cuz in this jam it was confusing how winners would be chosen - and if there would be winners at all :)

Найс! Дядяграмма снесла с ног 😁😂

Это божественно😂🤣

Очень понравилось!)


Название классное! Утерялась игра слов "not enough time/we've got enough time", но слаженно) И граффити круто смотрится!

yah they're both admins and collaborators :v

Круто! Очень понравились "высокоаморальные музыканты")))

Мощь ещё что сольный перевод - тут работы для одного человека ПРЕдостаточно 😰😅

Дельный перевод! Были моменты, которые не зашли. С постером очень трудная тема была.

Музыканты топ, их диалог кайфучий! В общем, кайфово)

Круто!! Мне понравилось)

Когда для нашей версии заливал графику я не сразу увидел, что затемнения это именно где двери, вентиляция и т.д. - не так много людей заметили тему!

Тут я на полу от смеха 😂

wait if they didn't join are they screwed then? cuz I forgot if people clicked "join"

Contributors can't seem to vote, only me as I made the jam entry :(

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Hello, everyone! I'm Crystalwarrior, and for our Russian game jam localization entry I managed to implement a fully functional auto-save system, as well as several additional settings option and a fix to the recorder puzzle.

You can find our entry here, and the source code here! (Want to contribute? Create a pull request! I wish I had time to implement something like multiple save slots or even a full on save editor for debugging, would've saved a LOT of time in playtesting haha)

If you want to implement these changes into your project, IF YOU MADE NO CHANGES TO THE GAME CODE BEFORE THIS POINT, simply copy-paste the lua files into your game.zip. However, make sure to also add additional dialogue ID entries in your text_translated.lua:

IDEnglish Line
Translated Line
TypeCode File
654 Delete Save File "Удалить Сохранение" TEXT gui/options.moon
655 Are You Sure? "Вы Уверены?" TEXT gui/options.moon
656 Speech Speed "Скорость Речи" TEXT gui/options.moon

(Our team used a Google Sheet to manage the translation - if you're interested in our workflow, I'm also planning on making a devlog! Stay tuned.)

If you made changes to your code, the easiest path would be to use something like GitHub to create a repository for your project and create a pull request with changes that have been done on my end merged into yours, allowing you to see changes to code and adjust accordingly to preserve your own changes.

Alternatively, you can use VisualStudio Code's option to compare each file individually.

If you have any questions please let me know in the replies!

By the way: as far as I am aware, you can still make changes to your project during the voting phase, so this shouldn't break any jamming rules!

OH Meanwhile I just made the poster image overlay smaller so the transparent area doesn't overlap the collector LOL

I actually implemented auto-save into my build of the game, the source code is available here! https://github.com/Crystalwarrior/not-enough-time-LocJam-1.0

sorry for the late reply 🙏

Ran into this too, dunno how to fix it yet :(

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Thank you! As soon as I got fired up there was no stopping me 🤣😅

***SPOILERS***

Another change I did was to the recorder puzzle, it was a bit too harsh and fiddly before so I gave a small safe zone so Ines could move closer to grab it without being in the exact ultra precise spot (for example, I think grabbing the recorder from the 60s was actually not possible before)

***SPOILERS END***

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There seems to be a debug mode code present in the game in `dbg.lua`, but none of the inputs work for it. How do I make the debug mode actually functional?

With lack of a saving system, something to quickly jump to certain places in the game would save a lot of work.


EDIT: Seems like it's as simple as putting in debug = true in global.lua, my issues were happening cuz I didn't clear cache before testing

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Are there going to be cross-examinations? It's not stated anywhere on the page and I didn't see anything like that in the reveal trailer

Omg getting an end game character for the ending would be fun! I like that idea of a reward


The puzzle at the end was fine and easy to figure out! I would say the scanner button didn't appear consistently and required me to re press the astronaut though

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You can get a lot of upgrades pretty easily using Science, the "Revive" item might also be too busted. Maybe make it single-use and more expensive?

Additionally perhaps you can buy upgrades like "gravity boots" for faster Astronaut speed, something to increase repair speed, research speed, etc.

Pacing-wise I do think it's very solid, it ends when it should as soon as all of the game's content is exhausted and you get in the loop. As a baseline it's very much solid and I see it expanding into something bigger!

I also liked the idea behind the ending, tho yah I wish I saw what was beyond the portal lol. You can also send multiple astronauts thru the door before it lifts away, maybe something bonus could happen if you do that? You can expand a lot on just everything that's in place already without doing too much extra work!

Lovely game! One thing I missed is the SaniTy (st) meter representing sanity, I feel like both Oxygen and Sanity could use a more descriptive icon. The fact that you need to herd your astronauts into the moonbase to reduce their space madness is also not explained in game (the only game mechanic I needed to read the description for)

Otherwise it's a solid, if short, game with a pretty neat conclusion! (Wish there was more to the ending as well - perhaps a glimpse where they went? ;) I also had a window of time to send multiple of them! I'm curious if that's intentional.)

This is pretty neat! I liked it, the game play loop is decently solid if a bit short. Bugs-wise I didn't notice much, but I think if you save when an astronaut is inside the rover you'll lose them permanently when you load the game. Loading a game after finishing it also doesn't get rid of the victory text.

Yeah good idea! It's rad you've already got a functional game now in godot 3, hopefully the godot 4 conversion will not be painful when the time comes

Fantastic news! Looking forward to the updates. Getting the asset system to work well is a great priority and in my opinion is one of the most important factors to this projects success!

I also have a question - is godot 4 viable, or is godot 3 more stable for your purposes?

Unfortunately not 🙏

👌

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Just played it! I have a question, though.

Can you explain to me what makes the seed 2859595888024776241 solvable?

I feel like the game explaining to you the generation process after revealing the solution like a "Summary" would help teach the players where they could've gone wrong, as right now they have to do a lot of work themselves just to learn if it's even solvable or not

Eyyy awesome news! I'll check it out

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No, I think your approach to motives might be right! In fact I don't think motives should ever be something you solve. At best it should be a reward for catching the culprit as they tell you the reasons why they did it in an epic confession, as a reward for solving the crime mechanics wise.

Basically the "why" can never be truly proven, only assumed or revealed. You can't really solve what's going on in someone's brain after all.

Oh nice! This makes sense, for the time constraints you can definitely use what you have as basis to expand on the concept! I think there's potential here. 

Also I suggest looking into "a matter of murder" which might have good reference for you. While I don't like motive being used as evidence, in that game they treat it the same as they would a murder weapon, so it's consistent with the game universe and you can have logic apply to some thing that's usually impossible to definitively prove (even a confession can deceive) .

Finally released my pixel sprite pack I've working on for the past month. Feedback is SUPER welcome! Demo .zip included with a sprite sheet and Tiled resources to see if you like the art style or not. CC-BY-4.0 license, meaning you can use even the demo in commercial projects as long as you credit me.

1-bit top-downhttps://alex-noir.itch.io/1-bit-by-cw

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There's potential! I like the user interface and the timer is generous enough where if you don't meander you can get all the clues needed pretty fast.

However, the current algorithm doesn't guarantee solvable murders, at best narrowing it down to a 50/50 shot, and at worst making it a complete crapshoot and probability-based, so it doesn't matter if you investigate the whole map and talk to everyone, you'll lose just 'cuz you were unlucky.

The murder victim died in the bathroom, and adjacent to it is the master bedroom with one entrance. There was Colonel Acid (forgot his in-game name lol) in that master bedroom alone, meaning if they were innocent, the murder would've been impossible as they would've seen the killer head in. Additionally, they were guarding the pillow, but that same pillow could reasonably be the murder weapon.

It is said the victim had no visible wounds. In the master bedroom, there's a pillow. In the bathroom, there's a painkiller. Lady Lilac testified to being with someone else, but that someone else testifies to being alone.

Logically, everyone who is by themselves cannot be trusted - they lack an alibi. So, the only way to disprove them would be with their supposed location and who they'd block the movements of.

In-game logic doesn't work this way tho - Lady Lilac is the killer. She obtained the pain killer from the bathroom, somehow passing by Colonel Acid (making the map and room positioning completely irrelevant), murdering the victim, putting the pain killer in the same room as the victim, and the ONLY thing that makes her the killer is "she lied lol".

But, in a 1 on 1 situation, how can you even prove which one lied? Lady Lilac could've been saying the truth - she WAS staying with that someone else. And that someone else could be saying a lie - that she was alone. Without any evidence, or map positioning, it is actually impossible to prove who's telling the truth or not.

The mansion layout is simple enough and easy to follow, and if the locations did matter, witness positioning could easily be factored in into the solving logic. The time-waster objects also don't deduct too much of your time so you can recover by investigating actually useful spots and obtaining possible weapons. I like that you can also narrow down your search for potential weapons by examining the body.

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This is actually a really cozy experience! I really love Godot Engine, so the things you're doing here are super awesome for me. The game itself plays really well, and there's only a few issues I could spot. I'll shoot you a bug report to your e-mail as well.

Music, art style and dialogue are definitely peak for me. Sound design-wise there's a few issues - I believe the blip sound rate for dialogues is a bit excessive, and causes individual blips to cut each other off, causing clipping. It's grating on the ears, so you could either make it so individual blips can never play over each other (wait for previous blip sound to finish before playing the next one), or make it so blip sounds only play once per every two letters (the way Ace Attorney handles it).

Additionally, I ran into a bug with the sliding table puzzle, where sometimes (somewhat rarely, but it managed to happen once per classroom) a single keypress to move in a direction would register twice, causing the table to overshoot - I have a couple of guesses why this happens. It could be related to the frame skip option (I have it on V-Sync), or it could be the _process(delta) function not using the delta. Alternatively, I could guess you are using _physics_process(delta) instead, which you shouldn't do unless physics are actually involved. Ofc without seeing the code, I can only guess and grasp at the information that's available to me, but hope this little insight is helpful.

Oh and the art - I'm extremely impressed with it. The characters are expressive, and I really like the face and pose variety for each character. The pixel art is also suitable. I like what you did with the classrooms and how there's some light coming in from the south side, though weirdly enough, the middle classroom lights overlay the character, while other classroom lights disappear under the light2d emitting from the character. Is it a missing mask?

There's not many music tracks on display yet, but what I'm hearing right now does the job very well. My favorite track is definitely the "school at night" one, though it might be because I've listened to it the most to get really familiar with it due to gameplay.

Finally, the dialogue, and the amount of choices you let players handle, is staggering. The way how you can seamlessly be a nice person (making friends with the girls) or an asshole (using their strand of hair instead of your own) without any "morality indicator" outside of immediate consequence of your actions makes the game feel a lot more personal, even if those choices have no impact on the story or ending you obtain (maybe a yes/no option when you use scissors on a girl would be helpful to warn the player they can do this kind of thing, though). I would hope for there to be multiple possible routes depending on how much of a dick you want to be to people around you, I would be fine even if there's just one satisfying conclusion that makes sense regardless of the choices the player is allowed to make.

Sorry to prattle on about this game, I'm just really excited for the project and I want to see it grow into something amazing. You did an awesome job with the first impressions, now to knock it out of the ball park with the full release! Best of luck :)


EDIT: Oh yeah, any plans to release the source code for just the engine once it's in a spot you want it to be? It would be an amazing resource with what you have already!

Progressed to level 5 so far, I'm enjoying this a lot! It reminds me of the air sailing mechanics in MDK series, though done 2D. I'm not sure where the concept originates from but I've rarely seen air sailing mechanics in games otherwise. Can't say I've looked much, though.


Also level editor when