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BigEnterButton

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A member registered Jul 15, 2022 · View creator page →

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Thanks for the feedback :)

ok I understand though my point still stands as a minigame for another project doesn't seem quite so apropriate for a game jam(my opinion of course) but could you link your project: I'd like to see a bit more of what it is(you don't have to, especially if it isn't public)

(1 edit)

The "If you were wanting to tip the creators, we'd love if you'd consider donating to the Lemur Conservation Network (or other animal conservationists)" seemed to suggest wanting money but I guess I was wrong and sorry for the comparison but when I read this:"This game would not exist were it not for the passion of James' dear friend Zahzu and many hours of conversation about animals of Madagascar. We were inspired by the beautiful spiny forests of Tsingy de Bemaraha, the insane geology of that region, the wonderful lemurs who adapted to these extreme ecosystems, and MANY other amazing/unique (vulnerable) wildlife. ", I thought directly of your game as something like Peta's games lol. But yes I did manage to get to the mantis but it didn't do anything even when I directly jumped onto it. Only some weird bars started appearing and then the game told me I defeated the mantis(I didn't do anything really) and so most of the game did not seem to incorporate a clear boss fight and more of a minigame that was 95% of the game. I understand that there was a lot of inspiration from lemur which is understandable but participating in a game jam should mean that you prioritize game developpement and building something unique based on a theme(very little present in this game from what I could see). Many people want to make games to improve themselves and as much as I believe it is important to raise awareness about issues such as animals threatened by extinction, it likely isn't the good places for that. Making a game for this is good but making it in a game jam isn't recommended. It does add a layer of complexity and challenge that good developpers may like but for someone like you who likely doesn't have much experience in game developpement(judging based off your profile only having one game) it may not make something so interesting that will get people's attention. It'll end up forgotten like every other game jam games which I don't believe you want. I would suggest you make something that's more polished and playtested rigurosly and post it on social media to find a better suiting audience.


Edit: I replayed the game and it seems that if the progress bars get to 0 the player loses health and if you press the button the mantis loses health which I guess could be counted as a boss fight but clicking the small buttons 3 times isn't quite exactly the most "boss fight" gameplay.


Cheers, 

BigEnterButton

Unfortunatly the game is not quite playable: player is invincible, the boss too, the platforms seem to be on crack for some reason and the grappling hook sometimes bug and it is impossible to get out which is unfortunate  :(

Very nice game! The only thing I would critisize would be the quite long soliloquy which were somewhat very lenghty(although I understand that it was for story telling and difficult to do otherwhise especially in a game jam) but I think that the gameplay mechanics were very original and interesting(especially the first phase) :)

I guess I was just unlucky then :)

I am not able to view your game's page making it impossible for me to rate your game. Make sure you change the game's status to be public instead of draft :)

This game is very hard and frustrating somewhat like get over it. I think that it as a very good potential, although not as a bossfight game but as some sort of puzzle and/or get over it style game where you must reach a certain point without cutting the rope. Very interesting game, would not recommend to anyone willing to keep their sanity but I think it may have a very good future if polished and repurposed. Overall a(unfortunatly) not so pleasing game but it might just have the most potential out of all games in this jam :)

A fun,  simple, little game that's enjoyable. My only complaint would be that the projectiles are very hard to avoid(until you understand the pattern) and the difficulty curve is very steep when the boss gets "angry" but overall a nice game :)

I have difficulties understanding what sort of boss fight this is. It looks like a game made by an organisation to save lemurs or something like that more than a game made for a game jam. I guess the "boss fight" could be counted as lemurs against extinction but it seems to be more of an advertisement than a game

A nice and simple game but I'll have to admit that it could benefit from a few things: 1- the game ends very fast as you can go to the moon and shoot from multiple ways meaning you can hit it multiple time every shot, 2- getting hit is very punishing making it a bit frustrating at times(a health system could be nice) 3- the missiles could come much earlier, in a greater quantity and be destructible giving the player more than just hiting the moon and avoid obstacles to do. Still, for a first game jam, it is a very solid entry and quite better then my first ever jam that's for sure :)

Just retried the game and now it seems fixed, that's awesome :)

Very fun!!! Love your game, it was simple, nice and challenging, although it seems(at least on my part) that the difficulty somewhat stays higher if you've been through enough: the bombs seem to not spawn close to a reset of the game until you've come across them and then they spawn very early in the round when respawning, maybe it's just bad luck but when I first launch the game its much easier then after I respawn and replay. Very solid boss, very polished gameplay overall a very solid entry to this jam :)

This game is HARD, it is such a simple concept but it is very hard to grasp the mechanics correctly and with fluidity. The sort of chromatic abberration was visually cool but made the game souls like in terms of difficulty. I love the game's concept but it was brain damaging to play it unfortunatly. It still is a very solid entry and I won't juge the difficulty of the game in the ratings too much as it is mostly skill issue on my part lol :)

I believe that there might be a bug as I can't see most of the screen when playing the game(there is this huge green check patterned) but I still managed to finish it. It is a nice little game though the "boss fight" aspect of it could have been more utilized(for instance, the mom could have more implication into the gameplay maybe even sabotaging some form of progress), I still enjoyed the style of the game and it is a simple yet solid entry to this jam :)

Thanks, I wanted to add more sound effect and also finish the red barrel(which works but without any form of feedback) but I was quite tired and wanted to finish another game jam(which I ended up abandonning lol) but maybe in the future I'll add some more if the game somehow gets attention outside the jam :)

Thanks :)

The assets used are listed on the itch page of the game.

Congrats On winning the Jam!   :)

Sorry about that, I just forgot about setting up my custom bindings to work on other vr headset than the Meta Quest 2. But thanks for the feedback :)

Thanks a lot for the feedback. Two small things:

-The doors I made them and textured them before trying them and was too lazy to redo(that's on me)

-The arrows were actually to shorten the game as a lot of people aren't able to stay in vr for long and there are many games to try so it was the goal of the arrows and to eliminate frustration or being blocked, I do think though that I should've added real quick before the end of the jam an option to deactivate them as there are people like you and me who prefer longer and more mind buggling puzzles(I assume) but I totally understand the point.

Thanks, :)

Thanks I appreciate it, and yeah the c++ thing is just outright weird but I think it's just a problem with the engine as replaying the game will require you to reinstall it even if already done which is quite weird and it only did it in unreal 5.4 for me and not with other versions :)

Didn't have time for more levels unfortunatly but I could make a sequel to the game in the future(maybe even in the VRJam3), also little fun fact: the gun coming in our hands from far away isthe combination of making the grab range infinite, only being one grabbable object and being lazy to make a gun respawn system. Thanks for the feedback :)

Thanks for the feedback I really put a lot of effort into the core gameplay and glad someone liked it. Also the gun going upward is normal if it was about a little less then 40 degrees I was just too lazy to fix it and eventually forgot about it(like a lot of things lol)  :)

Thanks for the second feedback and I did think of adding the draw/pull function but forgot about it mid developpement lol. But I'll try thinking about this sort of thing in the futur :)

Thanks and sorry for the play button the menu was done in about 20 minutes before posting the game and I kinda just wanted to be done with it but thanks for the feedback :)

Thats what I didn't understand breaking the robot limbs, I'll likely retry your game. Also I think if you want to continue the project you could put visual weakpoints to the robots just to help visualise where hitting would work better.

Thanks for the feedback :) there actually aren't any place where you need to jump except for the end where the big robot is and if you are talking about where there is text saying "press A to jump if needed" it is more of a help then anything in case the cube was not correctly pushed. Also yeah I know about the two handed grab I should've removed the handle or add last minute two handed grab though I was too lazy to change it lol(and not enough time). But thank you very much for the feedback :)

Yes I did try using the alternative locomotion though it does not quite feel natural to me but adding both locomotions as options is a great way of abling more people to play the game in a confortable way

I don't quite know why I like the visual but it reminds me a bit of comics and cartoons and for the gameplay I think difficulties/levels could add more to the gameplay via numbers of crystals coming amount of places they can arrive, etc

Incredible frickin graphics! But... Although the gameplay started well, I had a few problems: 

-the left joystick snap-turn was very annoying as I kept getting disorienting myself when accidentally hit it when trying to move right or left

-the level progression seemed weird as I couldn't get passed where you light up the forest because I took like 15 minutes running around trying to find what I din't light up and eventually noclipped the deer into the ground so I just closed the game

But anyway I loved the graphics and audio which were the best in this jam for sure :)

Absolutely loved the full body ik and the combat although I couldn't progress as the electricity bar wouldn't go up after killing an enemy.

Loved the visual and the gameplay but I feel like it was way too short(finished in like a minute or two) maybe you could add some form of replayability via more levels or more difficulties :)

I don't know why but I think this is the game on which I played the most in this jam + it's really satisfying to hit the big flies with the 1 damage tool(forgot the name lol) a bunch of time super fast, odly satisfying :)

I thought it was difficult to hit the last row of "zombies" and the controls were not working quite as shown on the screens, I hope you will be able to fix this or not encounter the same problem in the future.

I really like the concept of the game! Although it is fun, it isn't a very long fun as it is more of a educationnal game but it could be used with much more extended features such as interruptors, multiple loops in the circuits, intensity(over powering could make things explode if not using resistor) and so on. Other then that I also really enjoyed the handling of components which was very satisfying.

I like the idea of the game but it didn't feel quite polished, for instance the zapping didn't do much damage from closer spaces + the minautors went at the same speed as the player which made the game not very satisfying until we understand it as there is a lack of feedback on player and enemy health.