Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

blackears

172
Posts
3
Topics
12
Followers
A member registered Sep 30, 2021 · View creator page →

Creator of

Recent community posts

Thanks! I'm hoping to keep on working on it post jam.

I've been reading over the rules and was hoping you could clarify exactly how much of older code and assets it's okay to use in a game jam game.

I've participated in about six of these jams so far, and am starting to build up a bunch of things that I can reuse.   It doesn't really make sense for me to write a new character controller or a camera controller from scratch for a new jam when one I've already written for an old jam does exactly what I need.  There are lot of other snippets of code where if I were to write them fresh, I'd basically just be duplicating code I've already written.

There's a similar problem with assets - it doesn't make sense to make new grass or wood textures when I've already painted several.

There's also an issue with asset packs - why is it okay for people to use images, models and music created by third party artists that you can download, but also have a rule saying that the majority of assets need to be created during the jam (effectively preventing you from reusing your own assets)?

Thanks.   One of my motivations was to work out some problems I was having so I could move on to more complex games.

Wow!  You got quite a lot done.  I did find switching between the different sections a bit jarring with the discontinuity of it.  But nice art and sound design.

A nice story based game.  Loved the opening cut scene and how you asked me for my heart's desire as incentive.  Devil still hasn't shown up with the loot, tho...

I really liked the idea for this game.  The noir setting was really nice as was trying to figure out the curse combinations.  I was afraid I wasn't too good at it.


Because it was all in black and white I did have some trouble trying  to see what was going on.  You might want to move the Next button closer to the center of the screen and make it more distinct.  It took me a few seconds to find it and I accidentally maximized the game a few times.

Interesting idea.  I felt like I was back in my old job.  Afraid I'm not cut out for the cursing business.

Thanks for the compliment!  3D modelling is tricky, but I think I'm starting to get the hang of it.  

I forgot to mention it in the instructions, but you can move the camera using the I J K and L keys.  You can also move the camera if you're using an XBox or Playstaton controller.

Thanks!  Yes, it is GLES2.  I had wanted to use Godot 4, but the GridMap node was giving me some very buggy behavior so I downgraded to Godot 3.5.1.

You're the second person to mention the camera being inverted.  I guess I don't play enough modern games.  A lot of the classic games use the inverted camera and that's more what I was referencing when I was building this.

Thanks.  I rigged the models in Blender using Rigify and the animation was done by hand using keyframes.   If you use Rigify, you can also reuse animations between models using Blender's Actions system.  The models and some of the animations were actually done a few weeks before the contest for some YouTube videos I was working on.  I was originally planning on creating new models and was using them as temporary stand ins, but ran out of time.

Spyro was one of my inspirations.  I've had several tries at making a roguelike in Godot.  I think this is my best attempt so far.

I just double checked a couple of games.  Spyro 2 and the Zelda games have a camera controller setup similar to what I'm using but I should probably add something to let users change it.  It comes down to perception - do you think you're moving the world around the camera or moving the camera around the world?  So different people like it different ways.

Well, it could just be that I'm not familiar with this sort of game, but having to use two hands at once to control two different things (character and weapons) is confusing.  Especially when one hand is on the keyboard and the other is the mouse.  It's also hard to move when the grappling hook keeps detaching (I think because you're moving too slowly).  If the hook always stayed attached until you released the mouse button, I think that would help.

Nifty idea.  Took me a while to figure out that I was burning things with that summoning circle.  Once I figured that out I was able to get over powered pretty quickly.


Loved the graphics and the setting.

No, I walked around for a bit looking for other things to do, but didn't find that.  Maybe I'll give it another shot.

Neat idea.  I love these exploration style puzzle games.  Afraid I wasn't able to finish.  I got to the point where I had to replace the coffee beans collector and I was just opening and closing it over and over again. Not sure if that's a bug or if I'm missing the puzzle there.  Anyway, nice artwork!

Thanks.  3D is a lot of work, and yet compared to 2D work I think it's a bit easier (at least with my skill set). For 2D you have to draw every frame of every pose of animation you need and usually facing all four directions too.  With 3D, you just need to create your model once and then do each of the animations once.

I hope to make more update to this post jam!

(1 edit)

Thanks!  One of my goals with  this jam was to try out Godot's GridMap node.  I think it turned out to be pretty useful.

Yeah, I wanted to do that, but I ran out of time.  Hopefully in the next update.

(1 edit)

Thank you. :)  The map for level 2 was literally created with about 1 hour left in the jam.  I was trying to mimic PS1 era games with the controls, both to keep things simple and because I'm not good at playing theses sorts of games.

Thanks!  Getting the camera to work right is not easy.  I was thinking of it as if there was a person with a real camera following you around and trying to always keep the camera pointed at you.  Also lots of time booting up various Zelda games to see if I could figure out how they were doing it.

Thanks!  There was so much more I wanted to do.  Nine days is so little time.

Yeah, I think that was it.  The browser game window is set to such a large size the menu was completely off of my screen.  Once I found it I was able to play.

I like the artwork and atmosphere, but I found controlling the character was a bit too tricky for me.  That grappling hook is going to take a lot of practice to get used to.

Not the type of curse I was expecting, but I had fun.  A minimal but fun concept.  Afraid I didn't get into the 60 wpm club, though.

What a great idea!  I probably spend an hour puzzling out the solution.  Surprised myself when I got it first try but I wasn't 100% sure so I went back just to make sure there weren't multiple endings.

The story here is great for this genre.  With some upgraded art assets, you could even publish this.

Really funny concept.  A real puzzler too.  Definitely inventive.

Interesting idea.  I liked the story.  Would have been interesting to see where it went if you had more time.

Unfortunately, I am unable to get past your title screen.  Any key I press does not seem to do anything.  Clicking with the mouse doesn't either.

What a great game!  My one issue is that the jumping is hard to control.

Hi castlebbs,

I'm just replaying the game again after a few months.  Some suggestions I'd make are

-make the controls more responsive.  It feels like it takes too long for the Zinky to get up to speed or to turn around

-make gravity stronger.  It's a bit too weak at the moment and makes Zinky feel floaty.

-add some enemies.  Lots of platformer games have enemies that walk back and forth or shoot at your character.  Adding those could give you more challenges

Other than that, just create more levels.  I think character control issues are probably the biggest problem right now.

The only thing I can see in my library is a list of games I've rated.  I don't see that check box anywhere.

Where is the "Show on my Profile" box?  I can't find anything like that when I go to the edit page of my game.

How do I create a public category?

I've been uploading games I've created to my itch.io account and at the moment they're all just displayed in a big column.  I'd like to be able organize this a bit better so that I can have one section for game jam games, another for works in progress and another for more finished games.  Is there a way to do this?

A fun rhythm game!  One change I would make would be to change the arrows to be in the order top/left/right/bottom.  That way you're not fighting your instincts to press down for the lowest one and up for the highest one.

A fun take on the classic asteroids game. A little too fast paced for me, but maybe I'm just not good at this sort of game.

I love the artwork and the music you have for this, but I'm having trouble even getting the ball launched.  I've tried holding down the space bar for both long and short periods of time and waiting for the orb to fill up, but at best the ball travels up a little more than half a screen.  Not nearly enough to leave the chute.  How are you supposed to launch the ball?

A fun game with a simple design.  You did a pretty good job of making the game fun and spooky all at the same time.

Interesting story game.  It took me a while to figure out how to advance the story.  I am left with a lot of questions as to what exactly happened and whether or not I actually completed it, but I did like the atmosphere.  The only thing I didn't like is that it is possible to spend a lot of time walking around in the snow with nothing happening.

Nifty game design idea.  I liked the monochrome design with splashes of red - it fit the horror theme well.  I did find the controls a bit hard to use, but I got used to them eventually.

What a great game!  It's amazing how you were able to hit all the wildcards and capture the essence of a horror game with such a simple design.  Don't think I've ever been so scared of a circle in my life.