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BurberryC06

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A member registered Feb 28, 2017 · View creator page →

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Forgot to add my discord as well my bad, Discord: necrokamios.

Decided to join the jam at the last moment, looking for a team.

I have 3-4 years of professional experience with Unity and 1 year of professional experience with Unreal. No experience with Godot/Renpy. Timezone is GMT+9. 

Programmer with several years of experience with Unity here, if you're still looking for one that is.

Thank you for taking the time to download the game and your feedback. 

It definitely was a lot of work and after a good weekend's worth of rest I'll update it to properly address all concerns 😁.

Ah thanks. Was trying to read the scroll wheel input value in the new input system and while that worked fine on the Windows build it didn't seem to work on WebGL. Good to know the old input system method works no problem.

Thanks Martin, there are building zones around the map (square with a '+' icon on them) click the '+' to bring up a build menu :D

How did you manage to get the mouse wheel working in a webgl build?

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Got this one submitted just before the deadline. Probably the hardest I've ever gone in a gamejam to date, I owe a lot to my friend for dealing with my obsession for large maps haha. Thanks K.

It's an 'Age-of-Empires' styled RTS using the https://pixelfrog-assets.itch.io/tiny-swords asset pack. All music is sourced from freesound.org.

The game is one large map, you're the knights and you need to defeat the goblins. Win/Loss conditions are the same as AoE.

The game: https://burberryc06.itch.io/age-of-tiny-swords (WebGL or Windows builds), Windows built offers a lot more FPS but WebGL should be playable enough.

Enjoy!

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Hey Aaron, saw your post about this on LinkedIn and gave the demo a spin. I played it to completion.

The Good:

  • Variety of Enemies
  • Ambiance (sounds) were persistent and came on strong
  • Low-poly PS1 horror was largely nailed artistically
  • Environment layout / level design
  • Presence of a boss fight
  • Melee felt tight and satisfying to use for the duration of the demo (probably would be a bit tiring without change for longer).
  • Demo was sufficient in length and drew me in well.

The Meh:

  • The first enemy (torso) made me laugh due to the nature of its attack. Detracted from the atmosphere.
  • Ambience (especially in start of school level) was cranked up to 10 with nothing happening - pulled out of immersion since I could no longer think it was related to a threat.
  • Character motivations and how the story involved the player didn't seem to be explained or elaborated.
  • Lockers, too many to open with nothing in them (opened like 50 and only found 3 or 4 with something inside).
  • Interactables didn't have a outline when hovering over them.
  • I couldn't tell how much damage I could take from a given enemy. I was able to take 5 hits from a torso before dropping to 'OK' - other enemies seemed to drop me down a level in 1 hit.
  • Boss fight felt a little too simple for me.
  • Could not throw ball, literally unplayable 0/10.

The Bad:

  • The enemy with a sword did not feel telegraphed to be immortal at all. Burned all ammunition and health kits on it. 

Introducing an immortal enemy when all other enemies are killable needs some really special recognition - perhaps just consider making it killable as I can't see what real benefit making it immortal does otherwise (just make it tankier than your average).

Best of luck with your endeavors :)

Interesting idea and love the art direction, just gameplay could be balanced better. 

The base project provided was authored with Unity 5.5. In Unity 2017.2 the UnityEngine DLL was split into new namespaces and obsoleted several deprecated API's. Considering the large number of changes to the Engine since version 5, would it be alright to continue the project on a Unity 5 revision?