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TyrantNomad

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A member registered Mar 15, 2018 · View creator page →

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I just commented this because your sound designer had commented that mine didn't have sound lol

Glad you had fun!

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If I had time, the way the game would work is as follows:
- There would be multiple humans throughout the facility

- You could attach/remove parts to yourself (the black thing)

From that you can do a lot of things, ie the "IOU A HUMAN SCANNER" sign was a room where a scanner would check if you had a living human head and living human legs (body parts attached to you come back to life, as seen with the legs). Then you can do weapons, different legs, just stacking up more body parts so you get different reaches and so forth.

But yeah, the game's supposed to be you playing as the black thing - the human is just an intro and teaching the controls.


EDIT:

In this version, the way it's supposed to go is the human gets blown to bits, you become the black thing and climb on the legs.

From that, you use your tentacle to drag the dead human's torso with the hand, or just drag the hand, to activate the hand scanners and get to the "ending".

thanks for the straight feedback - I must agree

I don't blame you - unfortunately I did it in a way where speeding it up without breaking it would take about an hour maybe, so I didn't have time to improve it at the end.

There's very little programming involved with the 'animations', just clever usage of engine features - the only relevant script for the lines is a bezier curve script.

The legs are line renderers with the points positioned in such a way that they properly flex when different points attached to the body or feet move relative to one another.

The large tentacle is also a line renderer, the  points are initially positioned within a rectangle (ie offset within a parent object) - I can then rotate and scale this parent object to get the 'animations' of the tentacle reaching out.

The human body's slinky-like behaviour is somewhat programmed however, it changes the relative angle of each joint when you move left and right.


The mess I mentioned is how the feet move - they try to move a set distance from the center of the body, but they stop if they reach a low velocity. The body then catches up to a different position depending on which foot is moving (so if you're moving right, while the right foot moves the body won't move, then it catches up, then left foot moves). This is the extremely dumb part, as doing it relative to the body that's also trying to move relative to the feet is what caused all the trouble. Had I used one foot's distance to the other, it would have been much easier.

the starting sound gave me a heart attack

I've checked it out & rated - just haven't been leaving comments unless I have something very relevant to say as I'm a bit tired; but all commenters are getting ratebacks

wait this also has no sound?

I did the walking logic in an extremely awful way that makes tweaking the speed an absurdly cumbersome process unfortunately - it pains me as well but fixing it would require time I no longer had - same for sounds, I was about 2h away from having sounds (you can see that I already had some objects set up for it ex dripping water) but alas I bit way more than I could chew in this one :P

cheers, thanks for playing and for the straight feedback

it's unfortunate that I didn't have time to make the movable mouth and eyebrows to go with it

I really like the moves and the concept - it's a bit sad that it's only relevant if you get hit, so you don't get to feel the theme other than as a punishment. Could be cool to, instead of starting with max body parts, you start with a few missing or can get some additional ones for extra powers.

Great visuals - I can't seem to eat any foods though? Is there a separate input for that?

it's a lot buggy (everythingly)

I couldn't click the onwards button after maybe the third level?

I like how the puzzles naturally teach you some new concepts you have to use - however I did get stuck so I might be dum

oh sup pole dude

yeah, partway through the time I noticed I wouldn't finish implementing the gameplay by the end of the jam, so I switched and just made sure it was cohesive and somewhat pleasing visually - resulting in... some funny bits and an extremely slow & unrefined movement

Not during the game - you get a security warning for attempting to open the file and another security warning before it 'installs'

looks like a mac app

even I can't stand how slow it is honestly bahahhahahaah

I think you're missing files

This gives multiple windows warnings when people try to play it, you might want to add some more info.

Alright I was having a hard time with droplets, I'm certainly not making it past the rocks lol

I love how fun and simple this is - and both the yearning frog in the menu and the smooshed frog after you fall are hilarious. I wasn't able to get very far, can we get to the moon?

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My dude the game takes like 2-4 minutes to complete, no need to sugarcoat it if you dropped it  lol - my game's kind of a mess right now

I like how the tutorialization is very natural, both for the forms as well as the combinations. The game works nicely for the short levels - for the longer levels, having to redo  sections or just slowly moving across long distances instead of actively interacting with the game's mechanics makes it drag on a bit.

You can duck to avoid the head collision; did you get to the twist?

Thanks for the heads up! Played and finished the new version - only got logs in the last level (which I think is the original one?) it's certainly far more enjoyable now! You seem to be experimenting with level shapes as well, I'd suggest trying levels that go in one direction (bottom up, left to right etc) and then having a few branching paths along the way that converge back - that way you maintain the secretness or difficulty of some logs without generating some type of maze. Cheers!

Oh yeah certainly - that falls more in the grounds of more direct communication & proper tutorialization, which has been a common complaint and I wish I’d noticed the issue before submitting.

The submission version’s timer is also way too long... I didn’t manage to balance the 30s base timer so I had to fall back to the 60s one...

Taking damage resetting the delay is also a equalizing mechanic, it’s there to minimize the gap between better players and those having a hard time - kind of “no matter how hard you try or how well you do, you too shall perish”.

You can progress up until you lose the second to last move - then you're in a delayed game over state, you've already lost by that point and you are correct in that regard. You're in a terminal state where you have to move yourself into obstacles to end the suffering/game - otherwise it takes.... about 2 minutes? to end from timing out.

Had some issues with confusing colors (a great deal of the green objects like the parasols looked cyan or very close to yellow on my screen), but that was quick to sort out. Also, depending on the combination of keys held down, most keyboards do not react too well and become unable to detect certain key presses - not sure if that was intended but on mine if I held G+V then the up arrow key would no longer be detected.

Other than those small issues, it's a cool, fun one - wish it was a little longer!

Cheers and congrats on the submission!

Thanks for playing!
Jump forward + move forward are indeed the core moves required to progress, the other moves offer additional and often easier alternatives. The game wouldn't be more streamlined with just those movements as then it would not be possible to lose any movements, it's the issue you'll see with other 'moves = lives' jam submissions - as soon as you lose a single core movement it's game over. I've designed mine so the extra moves make the game easier but are not required to progress, and you lose them in an order that does not fully impede you of making progress until you actually reach a game over state.

I'm not sure how the loss of control would be unclear depending on how invested you were in the game, it's represented in multiple ways:

  • You literally lose your moves/commands whenever you take damage
  • When the clock completes a turn, your reactions get slower - your inputs are queued +1 turn later, which is reset by taking damage
  • For every damage you take, the clock timer gets shorter, inevitably spiraling your loss of control
  • All movement happens on a set, universal timer - you do not fully control the time of your actions & reactions
  • Once a movement key is pressed, you cannot willingly take it back or change your input, only taking damage will stop queued moves
  • Thematically, the game is built around the concept of human aging & a slow process of death by loss of one's own functions/control of self
  • The gameplay loop is designed in such a way that the end is inevitable, you cannot avoid losing yourself and dying, you can fight harder against it but your own death is beyond your control

If none of these aspects were apparent to you, please do share what you took/understood from the game and its workings as I haven't seen anyone mention not finding any "loss of control" in the game so far and it would be interesting to understand what you interpreted. Cheers!

Thanks, I started from the idea of delayed input and built the game around it to match - so I'm glad it all worked out!

I'm on 1080p as well, it just seems like important information that would require me to look away from the active playing area to read properly.

I like the concept of constantly-remapped control, but unfortunately it seemed like many keys would not work for me. Might have something to do with having a different keyboard layout, but keys like these:

{}/\'´ 

Didn't work for me.

Still a cool take on the theme, congrats on the submission!

Really funny one, I really like how it leads you into believing that either option is something that can help you if you just knew which was the right one - but you're actually always saying something completely different. Had a lot of fun with this one! Cheers