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Bim!

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A member registered Oct 31, 2021 · View creator page →

Creator of

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The aim is actually generated and unique to each book but you don't have control of it which can feel weird considering we make u click to shoot. Thank you for your feedback and thanks for playing!

Thanks for playing! We tuned it to be easy for the jam but yeah we should have really tuned down the size attribute to generated spells... I think the AI always learns that bigger is better at killing gobs.

I will become Aanaxom distribution center [N726-MD]'s employee of the month, just you wait!

9/10 would burn out slaving for a corporate AI again

My browser won't let me download it because it says it is a virus even after I said to trust the download. 

This game is actually a tone of fun and I think more people should play it.

- Great audio

- Great visuals

- It is not too intuitive but if u do the tutorial and play for a minute you should understand it

- interesting volley bullet gameplay xD

The premise was pretty funny!

Yeah you are right, I slept and gained perspective. Thank you for the option and response :)

I didn't miss the deadline and my Webgl version works, BUT in our haste and sleepiness our windows build wasn't submitted correctly and we only delivered the .exe instead of all the game files. I made an emerge link to a different itch page with the full windows build file but if it would be possible to get the windows build onto the jam submission page that would be awesome!

I had to do a double take to see if my web camera was on when I first hit the check mark.

The game play kept itself fresh and the setting was unique and interesting.  I got a little bored of running around I mainly stayed to see what the big brain was up to.

My favourite moment in the game was when I realized I could jump into the lower gravity area to collect the chip when i had gotten used to the higher G red dome. That was exciting!

 For me the music was a little out of place. Overall the game was surprising and enjoyed the narrative side of it! Cool game.

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So we realize in our haste(and lack of sleep) we uploaded only the .exe file for Gob Stopper Windows build to this itch.io page. The browser works fine but if you are interesting in the windows build here is a windows build that contains the files https://bimboi.itch.io/gob-stopper-exe-download-alternative

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Lmao yeah it gets a little visuallyinsane, thanks for playing :D

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OMG I CANT BELIEVE WE DID THAT AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

I sleep now though thanks for player playing :3

Oh interesting... I will look into that, thanks for reporting.

This game is harder than I anticipated. It plays well and was intuitive. Solid game!

O: Browser or exe? Also what browser if browse?

Simple and fun, great for your first jam game. I like the robot voice and the sword piercing grouped zombies feels good . 

It's funny I think we had similar vague ideas about what game to make. Instead of the AI in my game directly acting on the world we had the AI serve the player weapons based on how they play.

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The game was very easy to pick up, I finished it Wahoo! I did get a little tired of the puzzles by the end but great jam game. Love the art and the music is pretty good to. 

This is a fun start to play testing games so thank you!

Harry needs to stop camping the fire place. 10/10, child abuse has never been funnier.

Overall a fun experience, I was excited about how much you leveled up the game mechanic in the levels. My favourite part is the music, the graphics were lovely to. Great idea and execution for the game jam :D

luckily we had a team of 3 or we would have been TOAST for this jam lol. Thanks! it was a fun and silly experience to make

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Hi to everyone and anyone! Thank you for even opening my itch page. I have a few planned updates I wanted to leave here to be open about the development and what my focus is.

System Accessibility
Currently the game is only available to PC users, I would like to get a webgl build up and running so that anyone can play. That goal took a backseat while I made my video, once I am done working on my Brackey's game jam game it will be the first thing I do!

Tutorials

Tutorial improvement. I have gotten a variety of feedback on this, but pretty consistently there has been issues with a couple tutorials and guided access to information. I plan on moving the Map/Return to checkpoint tutorial earlier on so you don't have to suffer without it for half the level. I also want to provide a more 'hand holdy' explanation of the mechanic to limit the confusion in how it works. I've seen a few ways, that are very understandable, why users felt the mechanic was 'miss behaving' when it actuality it was working and the user had not been told clearly why it was working that way.


User Interface
The UI currently in the game was very hastily designed and not well thought out. there are some obvious improvements like adding a options button to the main menu. I like making UI a lot so I am excited to make more! :D

Inputs

Currently 'E' is a instant interaction for both grabbing objects and using tutorials. I am planning on making tutorials 'hold to interact' to prevent accidentally dialogue pop ups.

Dialogue
Currently the player isn't locked in place while in dialogue, I think I am going to change that so you are locked.

Audio

I have a whole new set of sounds to use for every action in game, made by your truly, Michael the music man, looking forward to putting them in a live build!

Gameplay
Don't read this if you have not played yet since I don't want to predispose you to thinking about something.

A pretty common feeling right now is the falling in the game is rather rapid for a puzzle game, adding a level of difficulty after you have already spent time figuring out the puzzle. I didn't tune the movement for this version of the demo because it likely would have meant a refactor of the level, and I wanted to release it. But know that I am planning on updating the movement to be less aggressively working against the player in the air.

Another change that I know is coming is change to the feel of pushing boxes, currently they are too slippery.


Final Notes

Any and all constructive feedback is welcome. There is a lot to do, and I am sure people will find more to throw on the heap!

Lots to think about here, once I'm not wrapped up in the editing I am going to focus on the 'feeling' of the jump.

I have set up a fall gravity and default gravity that I lerp between after releasing a jump, it seems to be giving me a lot of control in how heavy the fall is and how much variance in height I can achieve without flattening the y value immediately.


Will need a day or two to finish editing though and handle slopes before another updated build hits.

Really appreciate the thought :D I think the fundamentals for my slope movement needs to change

Thank you sir Mashed! Your camera point is very noticeable now that I'm paying attention. 

Thanks for the feedback Mirza :D

I have been trying out different methods of jumping that allow for variance in jump height. Currently I have a version that is only in terms of vertical units and horizontal units. I based it off the equations below that solve for a gravity and initial velocity.

I'm open to other references or ways of thinking about movement if you have suggestions. I want to get movement done right.

And what secret text?

Gorgeous game!

The game is really relaxing and enjoyed the SFX. Nice game :)

<3 thank you