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bjiCorp

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A member registered Aug 02, 2019 · View creator page →

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What kind of error? Did it say something specific? When did it happen -- did the game launch at all?

Oh, and thanks for the positive comment! Wish you could play it too.

Thanks for the quick reply!

Ok, I'll have a look at what the regulations are for itch to be sure. I'll try and replace the censor bars by at least removing nipples or putting on coverings. Not sure I will get around to it as I'm kinda burnt out on pixel art and need to start implement the content in game, along with, finishing off updating and adding code -- I'm a one-man team at the moment.

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So the censored version of the ones that would be problematic (I think):

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So I'm working on a pixel-art game that will make use of Tarot cards, but reimagined for the game. I've completed a fair number of them and wanted to clarify what constitutes nudity as far as this jam is concerned. They aren't lewd but artistic, but I wanted to clarify by showing censored versions of what I mean below -- I'll do it in a follow up post in case the censored version need to be removed.

FYI If they would be problematic in their original form, then I can endeavor to not make use of them for the Jam and use others instead, or, I can just use the CENSORED versions. However, I would prefer the original as it has a clear artistic intent and meaning to them being that way.

EDIT: so that you understand the context of their use, they are to be used in an old project I am working on for the jam: https://bjicorp.itch.io/as-above

Thanks for the positive feedback!

I thought the deal with Twitch is that if it isn't extreme, and the point of the game is not NSFW content in that it is something that appears in the game but is not the point of the game. And in this case it is artistic photos that are very pixelated that appear on the wall. That Twitch isn't going to have a problem with it. Anyway I've been meaning to implement a system that replaces such textures used with kittens and puppies if you would prefer for things like streaming. It's probably getting to a point where that is necessary.

The enemies are actually all hitscan, so their attacks are just raycasts. There is a delay as to where they will shoot. So if the timing is right you can "dodge" attacks. I'm considering replacing it by having them fire projectiles instead. So I might do that when I update the enemy AI to give them a bit of a cooldown before they attack -- to aid with stealth gameplay; should potentially make them a little less aggressive.

Anyway thanks for playing!

Without a voting period, there is no incentive for people to play and provide feedback on the games. So far I've had 1 person provide me with feedback when I'd usually get at least several.

I know the voting is kinda BS anyway, but I tend to enter jams so as to get feedback from people, and that usually comes from the voting period -- how you get rated for categories via voting is usually helpful. Plus, I believe you can have categories like: fun, design, aesthetics, originality, etc. You don't need to have ultra specific areas tied to your jam or some theme that people can vote and provide feedback on. You can use the voting categories to get an impression of how your game comes across to people and where your weak areas may be.

Thanks for playing and the feedback!

I'm moving it towards being a bit of an immersive sim (stealth) game. Those systems are kind of half baked at the moment, as I haven't overhauled the enemy AI yet. But you can actually sneak around and what you do is either more or less stealthy. The light actually affects how you are detected too -- you can currently shoot most of them out. So the idea with the start is first playing sneaky and attacking enemies from behind where you get a damage bonus if you are close enough. There is also an SMG nearby, if you run and open a secret door. 

But having said all that, I do recognize that a lot is not being adequately communicated yet about the gameplay, and some of the mechanics may need to change -- like being able to shoot whilst leaning. The start of the level is likely more difficult than it should be as it is basically the second of what will likely be three levels. Plus, I have played it so much I know all the secrets and stuff so it is very easy for me.

Anyway, I'll give your game a play once voting begins and give you some feedback.

I'm still waiting on someone running the jam to comment on this, otherwise I will be submitting my existing project once I've finished my update work.

Can I keep going with my last Metroidvania Month Jam Entry?

I can assume that this is a no, but I'd like to keep working on my last Metroidvania Month jam submission: As Above.

I've reached a point where I have a couple of projects I wish to continue working on, I'm not interested in coming up with any more for the time being. I don't care about winning jams, I just use them to force me to work on projects and to get feedback on projects. It would be great to just be able to keep on working on my last Metroidvania Month jam project, as there is still a lot to do to get it to a point of it being a complete demo.

My case for this is based on this rule:

3. Incomplete games are accepted, I would like to see them evolve if it's a project that you'll continue. So don't stress to make a complete game! But your submission should be playable.

I have not submitted the project to any other jam other than the last Metroidvania Month jam, and just want to continue on the project as part of another Metroidvania Month jam as I didn't manage to get a complete demo of what I was aiming for done in the jam timeframe.

Pretty sure I had weapons and couldn't attack until in range...

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Wow, some dickhead rated my submission 1 star for one area, and 2 stars for everything else. If you're reading this: thanks DICKHEAD! I'm sure your game was utter rubbish.

for everyone else that reads this: I'm just so sick of these idiots you have to put up with in jams.

You can only attack when next to an enemy. You should be able to attack whenever and see the attack animation and result. That way you can figure out weapons prior to having to use them.

Nice retro aesthetics. Would have preferred the character sprite just hard flipped rather than had a transition. This is kinda part of a greater issue arising from it using grid-based movement, in that if I try and line up the next move and I am too early, regardless if just by a little bit, that move is ignored. So it ends up not feeling responsive to player input. I also think that you should be able to attack whenever you want, not just when an enemy is near. This allows the player to test how it all works along with get a feel for it. For example, did not know the axe is thrown and never returns. You have to go pick it up whilst effectively being unarmed. Personally, I think it should be thrown but once it hits something or goes as far as it can, it just returns instantly back to the player -- that's kinda how old games handled it, like Gauntlet. Still fun pixel-art dungeon crawler!

Interesting use of AI generated art along with TTS. Definitely something to put into a portfolio, but I wouldn't want to play it long. Clicking through lots of TTS speech is not fun, though technically interesting -- the generic TTS voice doesn't add to the game's atmosphere. But the real issue is navigating your menus. Nothing made it clear that X was the button needed to select options. I was pressing all manner of buttons before I figured that one out. Also, when navigating the world via choices, nothing lets you know that you have progressed to a new area. It always looks the same, nothing lets you know that you have indeed gone someplace else until you press X and bring up the options of where to go. The combat needs more work for feedback too. But as I said, this is an interesting project to have in your portfolio, some things just need to be made much clearer.

No, not yet -- will add gore decals and such in the future; tho I'm not aiming to be Brutal Wolfenstein in gameplay. Thanks for playing!

Thanks!

Thanks for playing and rating!

Love the retro aesthetics. Not sure about the feel of the mechanics. The spear didn't seem to have much range, and I think maybe it should have been faster. Was a bit lost as to who was and wasn't an enemy as they are all skeletons. Killed what I take as the boss and then I think one of the ghosts did me in. I think in general the AI needs a bit more work, as in they will attempt to dodge attacks, or if in a group too many die, they will retreat and regroup or something. Anway, cool concept!

Interesting fun game. But I think you need something else other than S for shooting. Makes jumping and then shooting difficult. I would also make it so that you can change angle with the bow by using your mouse. Then LMB is to fire. You can then map this to a controller. At least I kind of expect this if you have a game that has something that typically needs to be aimed, like a bow. Like the aesthetics too!

Interesting concept with mixed visuals that kind of work. Not sure about the shooting mechanics; wasn't sure if I hit the soldier with tentacles at all or if it did anything when I did. Wasn't sure if I could switch weapons, found 2 but perhaps it won't let you switch to them if you don't have the ammo for them. Anyway, interesting start to a war-themed horror survival game, just not sure about the voxel aesthetics.

Interesting game. Didn't mind the grid based movement, however, you need to tweak how much the player is looking down. Kept on wanting to look up. I would make it controllable by the player, the ability to look forward, down or even up. Was a bit lost as to what to do. I know I triggered something, made some progress walking past inactive enemies, then tried to go through an unblocked corridor but couldn't for some reason. Then an enemy approached -- that I didn't even know was an enemy -- and I died. Still, I think it could make for an interesting action-puzzle game that is first-person with grid-based movement. Perhaps with the player able to interact with things with LMB instead of just having to walk over things.

Cool shoot 'em up! Love the retro aesthetics.

Am I missing something..? I downloaded the latest, started it up, and all I get is your boney character seemingly falling with a spear stuck in it whilst a sword rotates around. No matter what I press, nothing else happens. 

Is that it?

This game exudes a lot of cool retro-horror atmosphere but it needs work. You need to change how crouch works. Having to hold down the L CTRL whilst using WASD for movement... Well you all must be very young with youthful hands. Plus, didn't really see how it did much anway, beyond make you slower -- it needs to factor in to how the player is detected by enemies.

The combat needs work. Picking up and throwing bottles at the enemies seemed to do nothing. I tried throwing them to distract the undead, that did nothing. I know there is a knife, but didn't find it. I think by default you need some kind of attack, even if it is just to push enemies away from you. I also think that the enemies spot you too easily. This says to me that it should be a horror-stealth game, as you are a weaker character, on their own, evading enemies in the dark. But, you can't do that at the moment due to the AI. 

I think this is a cool looking game, just think more work needs to be done to make the gameplay match.

Great wave-based shooter game! Love the art-style, along with the audio. Felt very polished; looks like your using some postprocess shaders to get a 32bit retro style. Very nice. If I have a criticism, not sure if it is just me, but I found the camera rotation via Q + E awkward. My only thought is that if you just had it like a third person camera controller, so it is rotated via the mouse look. That may make it at least less awkward for me. But I can see how that would likely raise other issues and perhaps remove some of the challenge and uniqueness from the game. Still lots of fun!

Thanks for playing and rating. Glad you enjoyed it!

This was a fun retro shooter! Loved the EGA-style graphics, all the creature designs and environment art. I think it could be improved some, for starters it isn't very difficult. There were a lot of health pickups, most I did not need.

The issue is the AI. You have a lot of enemy variants, but beyond some having more damage than others, they're basically all the same -- beyond a couple that had projectiles, and 1 that was a stationary turret. I found them just too timid, making it easy to kill them. You need to make some more aggressive, like the tank ones. Others you need to make faster. Maybe consider adding monster closets -- if the engine will support it. The only real challenge was the final boss, but only because it had so much health and had 3 stages. Bit torn on the boss, as I personally don't like boss fights that drag on, but I think it would be fine to leave as is as long as you make the rest of the game more of a challenge. 

I also think that perhaps more weapons and pickups with various effects would be nice. Regardless I would first focus on the enemy AI design, and maybe add in a projectile effect for the player weapon as a bit more polish -- make it really feel like you are shooting energy bolts from your staff.

Overall this was a fun experience for someone who grew up playing these old shooters.

FYI regarding mechanics...

What that means is that for a start you can look up and down, you can lean around corners -- you currently can't shoot but also won't be seen. You can sneak up behind enemies and perform sneak attacks -- you must be crouched and using a knife or silenced weapon. 

My plan is to make it more of a stealth immersive sim. So far sound affects your ability to be detected, working on shadows -- you can actually shoot out most of the lights in the game. Still need to fix the AI so that it doesn't spot you as quick by sight.

There are several enemies in the game, you also can make use of several weapons: knife, silenced pistol, pistol, submachine gun, silenced submachine gun -- these you must find. I plan to add more in the future.

FYI there are several secret areas where you must interact with the wall to gain access -- this is a bit less trial and error as compared to Wolfenstein 3D; TIP there is one nearby where you start.

When you reach the end elevator, you can consider the demo "finished".

Interesting 2.5D platformer. Though the visuals were simple, I think if you add some postprocess effects plus sound, that it would have made it all work nicely. After finding the start of the level, as I spawned where the boss was. I found there were 2 issues, the first is that combat didn't feel satisfying. You waive the chainsaw(?) appendage about to attack. Enemies aren't stunned -- like you are when hit -- and they take too many hits to die. Though I did like the spawned gib particles. The other issue is that you had space for jump along with LMB for attack. If there were other buttons, I don't recall seeing anything telling me about it. Jumping right using D and SPACE with my left hand, I find awkward and uncomfortable to do. From what I can see, you could have simply used W instead for jump and this wouldn't have been an issue. hope you work on it more, as I actually like the aesthetics of it and also like the fact that it isn't a 2D platformer.

Looks good, seems to have a lot of interesting mechanics and such and seems like a metroidvania. Didn't get far as you have space for jump along with WASD for movement and a mouse for shooting and blocking. Moving right and jumping at the same time is awkward and uncomfortable for me to do with my left hand the way you have it setup. Not sure why you couldn't of just used W for jump instead.

This is a very interesting metroidvania prototype. I think it could be improved by not making it one-hit death. I also think if you could add some animation to the sprites, that would also improve the visuals. But I can see how this could be worked on more to create a neat 2D metroidvania / puzzle platformer demo.

Looks and sounds nice. Good player mechanics, they felt nice. Enemies need work. Had them land on top of me and sit on me. Also did not like being knocked to the other side of the screen from enemies charging me. Perhaps a little knockback is fine, but not being launched off the screen. Definitely could work on this more and have a neat metroidvania platformer demo.

Interesting concept. I noticed a slight parallax effect with the background, which I thought was a nice touch. Good use of art and sound. Found the jumping to not feel right at all. It was hard to control where you landed. Platforms that should have been easy to reach were hard as you would over shoot or just slide off. I think you could easily work on this more to have a nice demo to add to your portfolio.

Nice to play something that isn't another 2D platformer. I was a bit thrown at first as I was expecting the ship to control like asteroids. The way that the ship moves with the WASD keys but faces towards where the mouse is positioned, feels very weird. Not sure how you would fix it, other than to have the ship rotate based on mouse position, with WS applying forward and reverse movement based on where it is facing and the AD keys basically acting as strafing. That I think would make more sense and be more "fun" over what you have now.

Looks like a nice 2D platformer. Graphics were good, along with sound design. I had a habit of hitting the up key along with the jump key, and most of the time the jump was ignored in favour of the camera moving up. Think that jump should always be triggered in such cases. Fell into the pit area, couldn't play on from there. Think maybe enemies need more of a stun. FYI I downloaded the windows exe as the web version just stuttered too much -- noticed this with Godot games in particular. I would have also liked the game to launch in fullscreen mode, as it was tiny when windowed.

Very nice. Aesthetics were well done, liked how you could interact with the world by moving through it. Would be good to get some kind of background parallax happening, as I think that would add a lot to the atmosphere. Also the addition of more sounds and music. Liked that W was for jump instead of something like space, as the mouse was used for attacking. However, I have multiple monitors and found myself clicking off screen a bit. I also had no reference of where I was aiming in the world with the mouse, as there was no pointer / indicator. Overall a nicely coming together demo.

Interesting concept for a 2D platformer, liked the presentation and the painting mechanic. Unfortunately it lagged badly for me so I was unable to play for very long.

Huh, thought I wasn't going to like it at first until I figured out you could attack by "jumping" on enemies. Might be a good idea to make that clearer. Overall I liked the art and sound design. Felt very metroidvani too.

Thanks for playing and the feedback! Appreciate the kind words and hope people like the newer build once I'm able to upload it.

Thanks for playing and the feedback!

Yeah, I really wish I could still upload newer builds as I've done a lot to address the issues people have raised. Kinda sucks not being able to get feedback on the newest version. And yes, you get the tarot card you've pretty much played all there is to play in that version of the demo.