Do you have any source on this?
Brandon JS Lea
Recent community posts
The core idea of trying to navigate under the threat of the darkness works well but most of the time the game felt more tedious than scary. I understand what purpose the waiting/holding the player back serves in emphasizing the horror but I feel there are ways to do that without being unengaging. It certainly not necessary in the between-y segments. I get they're meant to serve as a break in the tension but all your left with is the waiting and slow movement. Plus the bright white low res art style never really felt that terrifying.
Really love this, sort of thing I can just chill in whilst improving my music skills.
One thing though is that the save button doesn't seem to work instantly. Seems you have to hold it down or something right? Be nice if that was indicated along with a pop-up for successful saves so I don't accidentally lose my work.
Hey, love the atmosphere of this game. How'd you create the music? I'm new to music production but I've noticed what a huge impact it can have on atmosphere so any advice you've got on the subject would be appreciated.
Quite a fun game. May sound odd, but the camera scroll was quite satisfying.
My only real gripe was there being no visual feedback (a gauge showing your distance, power trajectory ect). This was most trouble with the teleporting power. Dragging from player to the destination mostly worked, then occasionally it'd freak and teleport me way back and I'm not sure if that was my doing or glitchiness.
Confusion aside, good entry.
Oh that's great.
Not only do you come into a completely unrelated thread to promote your jam, it has the exact same "no offensive content" rule I'm complaining about here. I'm not even mad, it's a good joke.
"The game should be entirely focused on creating interesting/fun platforming mechanics. "
The term "platformer" is fairly loosely defined. Since the concept involves making a game focused around movement mechanics, something platformer-esque is encouraged and probably most pratical, but given the nature of jams (encouraging innovation) you don't have to strongly stick to the genre so long as movement is still the focus.
Hey, are the music files available or just the source code? I'm trying to get into producing my own soundtracks for my games and OpenMpt seems like a good place to start on account of it being free.
Cool, but could do with some better sound design. Since telling things apart in a 4 color 3d enviroment is quite difficult, relying on sound feels important, but the sound to know if your hitting your target is almost a non-presence.
Be nice as well if there were some indicator to their hp, say a change in the pitch as their health depletes.
Regarding this rule:
"No NSFW content, offensive content, excessive gore/violence"
"offensive content" in particular seems incredibly vague. Basically anything can be considered offensive with a large enough audience and trying to avoid that feels very limiting. Anything that tries to challenge someone or goes against the norm can be considered "offensive" and I feel this discourages developers from trying to do anything of meaning through their games context or mechanics.
I know this is probably done to be accessible but in practice I feel the "offensive content" could be better defined as it excludes developers with certain approaches to their work.
I was thinking of joining this jam but the judging categories seem...off.
"DIFFICULTY - How hard is your level? Or perhaps too easy? To find a perfect balance is truly an art of making levels!"
Huh? A level can be good or bad regardless of weather it's easy or difficult, to imply there's some middling difficulty that all levels should aspire to is a vague goal at best. Surely a better metric would be on how well a level introduces it's mechanics or something. I've played plenty of levels that feel more frustrating than difficult levels because they fail to introduce mechanics or have no consistency in where the challenge comes from or such. Even then, if the level has some narrative in a similar style of Celeste, then having the elements be introduced quickly if it were trying to give a sense of overwhelming chaos or such would still be arguably good design.
Then going to "Jumps, obstacles" and "overall". The first two are very specific whilst the 3rd is incredibly vague. I mean jumps and obstacles already overlap and overlap with "difficulty". Then what about non covered factors? It seems odd that aspects such as creativity aren't even really assessed except for maybe as a minor point in "overall".
I'm not really sure why "controls" is even here. Isn't the point to judge the level? I suppose you could technically judge how well the control fits the level but again there's quite a room for overlap here. Then with consideration to the fact that people can use an existing platformer template and I'm not really sure why it's being judged.
Creating everything within three days is feasible. Look at the Ludum Dare compo, which has produced great games in two days, all original work.
So no, you can't use non-scratch assets. However, scratch does have a large number of existing assets that you can use.
If sound effects are your main concern, this may help you:
There's no theme.
As for uploading the project, scratch users can download the files to their computer and then upload them to share. Since other users will need to load these files in scratch, this isn't ideal. However, this doesn't seem to require and account so unless a better method is found this doesn't seem too unfeasible.
Yeah I agree. I only had a few hours to work on this one so sadly I didn't have time to work out something better. Funny thing though is you can just go offscreen and survive forever as I didn't get round to adding boarders.
Really quite like this one. Feel's like it does something interesting with the theme rather than just making an awkward control scheme.
RN though, I think it falls slightly short of achieving it's potential by adhering to the theme. As is, it's not really much more than a standard "shoot all the dudes" schmup. The core mechanic only really vaguely comes into play at the end of each round, and at that point, since they don't seem to multiply then, there's not really any interesting challenge to it.
I'd love to see what happens if you ditch the theme, and instead have the player try to balance the number of blobs between two numbers. You could probably still have them stop multiplying at the end w/o removing the challenge, though a visual indicator would be nice like them freezing up.
Finally, not really sure about the dialogue, it doesn't seem to have much focus and just feels like arbitrary exposition, which makes me question why it even needs to be there if it's not focused on. At least make it skippable/add indicators of how to skip it.
Overall, cool, I think it just needs more room to grow.