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Caaz

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A member registered Jan 23, 2018 · View creator page →

Creator of

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You know what now that I think of it I'm not even sure I implemented the game over scene so it's probably a good thing that they aren't too brutal lmao. Thanks for playing! And yeah I was really happy to have a narrative member on our team to really pull together the vague idea I had ! I wish the font issues popped up during development, that kinda surprised me after the deadline aaa

Ah! Yeah I spotted a video of that same exact problem, I definitely should've put some kind of prompt for that it completely slipped my mind at the time! Thanks for playing!

Thanks! That hacking minigame certainly got me a little distracted while building the game, I really wish I had spent more time making more things to do with it. 

The movement is for sure something I'd like to revisit. While it would've been trivial to make it snappy like one might expect, I was hoping to put a little weight in it, but you're right it's for sure unusual. It'd be something I revisit, cause there were a lot of things not touched on in regards to movement for sure. Thanks for playing!

Thanks for playing! The little hacking minigame was basically a simplified version of the ones from the recent spiderman games! Figured it was simple enough to implement in the time constraints and our 2D artist really did a great job in making it look fancy!

The web version has way more bugs that I'd hope, but there really wasn't a ton of time to test it before the deadline and that's kind of on me, we ran way up until the deadline there lol.

Pretty cute game. I'm not sure why but jumping sometimes didn't work. movement felt pretty slidey. Is there any reason for the disguise mechanic? I noticed the people didn't really seem to mind if I walked upright

Really neat concept, it seems there's lots of abilities, but the control scheme was really confusing me all the way through, leading me mostly to hitting random buttons hoping they'd do something useful.

I had a lot of trouble getting to the guard and then it seemed I kept knocking him out and getting knocked out at the same time so I'm not sure how I was supposed to handle that safely.

The art was great! I think maybe some input prompts or suggestions to tell the player how to do things initially would go a long way, I kept having to exit fullscreen to review the controls.

"Oh my god it's like warioware" was my initial reaction, pickpocketing was really neat, I failed those typing ones a bunch because spaces are needed and newlines aren't so my brain kept stumbling

I wasn't really sure how to do the dialog part but that might be a skill issue, it was really fun regardless!

I had a blast, this was super unique!

This is really cool, I've heard of the game of ur before but have never played any variant of it. If I had to give any complaint I guess it would be nice to have more of a tutorial to explain what's going on, but after playing for a little while it became really clear really fast. I think you could've leaned into the theme more and maybe made the pieces little spies or something but honestly I think it was really cool regardless and fit, though a bit abstract

I found a trick to infinite points without using credits!

Just keep hitting refresh and hope something spawns and rolls into the chute!

This was a blast! I think there could use some fine tuning regarding difficulty and design, I found almost no reason to use the normal slash, I just dashed everywhere, which was great fun!

I really liked the art style here, very cohesive and everything felt right. Generally, a really cool concept and I could totally see this being a bigger game with more mechanics. The short time on levels is a great way to get the player moving!

Really interesting game. I'd echo what others have said, it's a bit confusing to play without a tutorial or some more information to give the player on what's going on. I'm also unsure of what the choose a character thing does when it seemed the characters to choose from were already there.

Once I did start getting a handle on what was going on, it was really interesting. I think there's a good chance this could be a very addicting little puzzler if it were more clear!

Oh fun fact, the score is actually calculated as kind of an efficiency thing, the lower your time at the distance you're at, the higher your score. Similarly, if you're going like, a tenth your top speed your score will be like 0 regardless of distance.

I really like that rope balancing mechanic! And the art was really nice! I think you've got all the pieces here to make some really interesting gameplay.  I kind of wish the rocks falling had some kind of visual so you could see where they'd be falling to, like a background element or even just some pits where they'd go. Overall, a nice experience for sure!

it's definitely classic styled but not so classic as to be 8bit. Just curious, what browser are you on? Wonder if there's a specific cause to this

Oh yeah! I work on two ultrawides so I am very aware of how rare it is for games to support them, it's always something I keep in mind lol

Really neat game! I really want to try to make something similar to this some day, flying in an open area like this is really cool. I wish the plane was a bit more steerable, but maybe that was something unlocking the upgrade allows for. I got really stuck on a challenge to fly upside down near the ground. 

I would wonder what it'd be like if the camera rotated with the ship, I think that might make that kind of challenge a little easier as trying to fly upside down is mostly difficult due to the inverted control feeling.

Otherwise though, really cool design and sound work, and the shader work is really interesting too! I don't think I've seen post processing like this before, it feels pixel-ey but a bit more dynamic, I spent a lot of time just kind of watching the shader trying to see how it's producing the visuals lol

I almost got trapped in the tutorial area, trying to make that dash jump. Got me feeling like that cuphead tutorial that trapped the games journalist lol. 

I don't think the tutorial really taught it, but the ability to jump off of the ball was a really good design choice. It reminded me of the classic mario shell jump, or the hat jump from odyssey! I think that alone was a great mechanic, and it kinda made me feel like a genius to use it at times.

That said, I think the difficulty was quite high, there was a portion where you have to kick the ball through a bush after going through a pretty tough platforming gauntlet, missing it having you do the whole gauntlet over again felt pretty brutal. A bit, Mario Kaizo level difficult.

Overall, I think this game has a lot of potential that I don't really feel too often for platformers!

Oooo a Love2D game! The movement was very nice, I liked it a lot. I found myself absolutely shmoving through the game! If I had any complaint it'd be that I wish there were more hazards or something to increase the difficulty, I played to about 2500m or so, but I could've kept going. I found myself almost outpacing the camera at times, and the water didn't feel like a threat.

That said though, really quite a great game and the fact that it kept me playing really speaks to how well the movement was!

Thanks! That's a really good idea, I've never tried doing a mobile build of anything, that might be a good next step if we continue with the project!

Ooo yeah that might be on me, I didn't do a ton of optimizations for the models, and the trees in particular could likely introduce some lag.

Hey! I love this tool. The turntable feature is awesome and I'm attempting to make use of it for a tower-defense thing I haven't yet really thought out.

While working on that, I set up a neat little script that automates importing these animations into godot using the .json Super super super handy to have that! If this project goes well I might think about making that a standalone addon for godot. It'd... probably need some quality of life changes to really be usable in any arbitrary project though.

Here's some feature requests if you're interested:

  1. Some way of denoting loops in the json might be nice? Right now I'm using animation names to work that out, ending them in "-loop" and checking it on import. This is similar to how blender imports work in godot which is fine.
  2. Arbitrary rotations for the turntable mode. If I were to want to make an isometric game, I imagine I'd want slightly different angles for the 4/8 rotations. Or, if I were making a hexagonal top down game, even weirder angles than that. Maybe some combo of rotation_count and rotation_offset, or even more flexible, just a straight array list of rotations to use (with presets for the most common).
  3. Option to disable diffuse_path/normal_path in json output, or make them relative. This one's more for working with a team, as other members probably won't have my exact file system to use that file path, and I may not want to share my system username or something weird like that.
  4. Per-animation FPS. This is admittedly fancy, but some animations require more frames than others and having a universal frame rate can make things feel a bit weird. Running vs idle for example. 
  5. Culling duplicate frames. This requires per-frame fps data, so very tricky and a massive ask. If I were to make an animation that holds several frames (via like, no interpolation of frames in blender), this will create duplicate frames in the animation. sometimes those frames are like, just a few pixels off though so I imagine this might be a tricky problem to solve. Doing it manually kind of messes up the importing, so I've opted to just... not do this, but I think it would really open up the use cases a ton.

Aside from that, an oddity I've noticed that might just be my own lack of understanding on how animations work and all that: An animation that moves the root bone can cause animations that play after it be offset by the root motion. I think this is because the transforms aren't reset between animations, and that might be intended, but it can cause some funky behavior. It seems to require keyframing everything at the beginning of animations to really resolve that, and that might be a good idea anyway, I'm unsure what the standard is for that kind of thing but I'm new to it so

Thanks! Yeah I had a blast figuring out the characters, aside from the detective they all went through quite a few changes during development, and there's a few still bouncing around my head that I kinda wanna add at some point

The Godscrowned achievement is brutal, I did manage to get it during testing but it is so difficult and you get nothing for it except bragging rights lol. Anyway Thanks a lot! and I do! The horror card art, and the descriptions I wrote before drawing them are listed here! I only got to about half the horrors that I intended on drawing -- I realized that doing the other half wouldn't change gameplay at all due to the same exact odds and all. It took a bit of a backseat.

Thank you so much! That's a massive compliment!

Big thank you! I totally get not liking card games too! Especially with Balatro inspiring so many things recently. One of the design goals here was to make sure the player doesn't have to be aware of too many rules and I think being digital and having a lot of the effects be automated really helps that along

Thank you for your kind words!

Thanks! I'm really proud of this one and the team really went above and beyond with the audio work!

Oh wait! It's doing more than that, it returns all actions in the players hands. This was meant for an action effect that I never actually added. In theory a card could do something extra if a tie triggers while it's in your hand. I do have cards that have a bonus when playing during ties but that's a different mechanism. I think I was planning on the growth ability to be a tie only thing but that made it way too slow, and tbh even per turn felt too slow which is why unlockable characters growth cards grow way faster.

It's returning an array of action cards the players have played, but I suppose I could've totally just done chosen_actions.values() now that I'm looking it over, it's totally due for a bit of a refactor I just never stopped to think about it lol

Yeah pretty much! Here's the turn function which is all that stuff that happens between choosing a horror and checking if someone died from it. (there's coroutine stuff there for tutorials and such as well!) So each turn in the main loop is basically just 

var loser:Player = await turn(remaining_players)

and then that's

## Returns the player with the lowest score 
func turn(_selected_players:Array = []) -> Player:
    set_active_players(_selected_players)
    var chosen_actions:Dictionary[Player, Action] = await get_chosen_actions(_selected_players)
    await trigger_actions(chosen_actions.values(), Effect.Trigger.BeforeScoring)
    var score_buckets:Dictionary[int, Array] = score_actions(chosen_actions)
    var losers:Array = get_lowest_scoring_players(score_buckets)
    if losers.size() > 1:
        await tutorial.trigger(Tutorial.Flag.Ties)
        await trigger_actions(get_all_actions(), Effect.Trigger.Tied)
        Game.play_sfx(Game.SFX.Boom)
        return await turn(losers)
    return losers[0]

I'm a sucker for limited palettes. I can't say I've ever really played this style of game before but the story so far kept me engaged and the options given felt meaningful, I absolutely would play more of this! The font and colors really double down on the mode and vibes, and the sound design is done really well!

I'm excited to see more, praise the shade

Ooooh that's a really good point, thanks! A super easy fix to this would be to give it a backdrop to darken everything else. I'll have to try that out post jam!

That seems to solve it! I slid it down to .1 and that feels about right for me!

I did find a bug while playing, if you're at any interactable station when hitting escape you can get the mouse locked but have the station up, kinda soft locking you.

Avoiding that though, I did wind up getting to day 2 and was just short of the quota! Neat game, pretty interesting mechanics, I liked the ramp up in difficulty for sure.

Really cool art style! I liked the story, and the cutscenes especially.  It's definitely got some juice and I like the unique color palette choice. Cozy little game for sure!

Thank you thank you! It was a blast to develop too! Here's hoping post-jam I can fill out some more card effects!

Thanks! I took a bit of hints from how RimWorld does its tutorial. The game has conditionals checking for specific events and calls the tutorial prompt for it. The same sort of logic is set up for achievements! And if the event was already called, nothing happens.

Thanks to the whole game using coroutines for gameplay, halting the whole game loop to display prompts has been especially easy and that helped me integrate this sort of thing with little effort

It's an interesting concept! I like the idea and the story building that goes into it. 

There were a few times I lost and wasn't sure why. "Your faith or followers hit 0" when I had 47 faith or so and 1 follower made me a bit confused, but maybe I'm misunderstanding.

Another thing that would helpful is displaying the amounts of things. Sometimes I'm unsure if faith -- is going to cause me to lose, making some decisions risky, but I'm really not sure how risky it is at all.

Really interesting story and events. Good gameplay, I liked this a lot! The art style really sold the immersion and the sounds really came together nicely. Great work!

I'm on 1000, and even my mouse pointer speed in windows setting is only about 50%. Hmm, I wonder if it has to do with resolution or something. I've never really made a first person game like this so I'm not too certain on how the math works out.