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cachandlerdev

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A member registered Feb 17, 2021 · View creator page →

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By the way, I know it's been a while since the jam, but after it finished, we ended up working on the project over the summer to significantly expand on our initial prototype. One of the things we ended up doing was redesigning most of the art and sound to really improve the visual and audio presentation of the game, and we recently put up a dev log detailing everything we've worked on since then. Feel free to try the game out again if you're interested!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing was reworking a lot of the ship movement code to address the physics issues we initially experienced. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing was reworking a lot of the ship movement code to address the speed and physics issues we initially experienced, and we implemented a full settings menu with graphics options to help the game perform better on weaker hardware. Virtually every map in the game received a complete visual overhaul, and a number of new ones were added. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing to address the physics issues was reworking a lot of the ship movement code so that the vehicles actually hover using a semi-realistic suspension system. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing was reworking a lot of the ship movement code to address the physics issues we initially experienced, and we implemented a full settings menu with graphics options to help the game perform better on weaker hardware.  We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Thanks man, it's been a pleasure working with you in the past! After the jam finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes. :)

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. One of the things we ended up doing was giving the game a pretty big visual overhaul, and we recently put up a dev log about the extent of our changes. Feel free to check the game out again if you have time!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

I really liked this one! I'm not normally a fan of 2d platformers like this and the player controls could have been a little more interesting, but the narrative bits were nice and everything seemed very polished with a nice atmosphere. I was looking forward to more at the ending and was hoping the story would continue!

The concept seems pretty neat but I can't say I was a fan of the "draw a circle to grapple" mechanic because it felt somewhat clunky. The visuals give the game a unique look though and the intro narrative part seemed funny!

It's funny, my team also came up with the idea of an artificial intelligence where you're looping through a level! The voice lines are a little funny but I must admit the controls and overall level seemed super tricky for me to get through. :(

Sure, I'll try to check it out later tonight or tomorrow! I've got a list of game swaps to go through and will let you know what I think when I get to it. :)

The game seems like it has a lot of depth if you take the time to strategically plan out your movements, but I feel like it needs a tutorial to help players better understand some of the mechanics and know when they'll get stuck if they make a particular move. The music and visuals look great though!

I feel like I must have misunderstood something about the game, since it seems like you can just repeatedly jump up and place down platforms in a straight upward line to get points. I'm guessing I probably missed something given the other comments, but at least I can say the music and visuals look good!

The atmosphere and art looks pretty good! I will admit that the music got repetitive a little too quickly though and my brain wasn't a fan of controlling both characters at the same time. I do find it funny how you went with the "fixing for loops" idea because my team thought of that concept during the dev process when we were dealing with off by one errors. XD

While I see how this game uses the loop mechanic, I can't say that I'm the biggest fan of games where you are arbitrarily punished for doing nothing wrong. It just feels a little unfair when you land and a spike suddenly pops up. :(

I like how you interpreted the theme! Some of the levels got pretty tricky later on and I can see how this would be a puzzle game with a lot of depth as the number of pressure plates increases.

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Thanks for the feedback and for giving the game another shot! I believe the speed boost blasting the player off the map is related to the physics issues that a number of other people experienced, since the player isn't supposed to ever fly off and collide with the map terrain. We're planning on polishing the game and adding new features after the deadline.

What extra software did the project ask you to install? We used the default Unreal package settings and didn't notice anything extra was needed.

Thanks for giving the other tracks a shot! It's a shame that track 2 was bugging out because it was the one our level designer put the most time into. :(  We're planning on polishing the game after the jam ends to see if we can address the physics problems and add some extra features like the ability to hack prior runtimes to keep SysAI_v4.27 alive for longer!

Thanks! I can't say I fully understand why it works because one of the other developers made it, but I can send a screenshot of the material.

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Alright, thanks for giving it a shot. We're looking into the physics issues because it seems somewhat inconsistent right now and potentially framerate dependent. The game ran fine when playtesting on our development machines, but a number of other people seem to have had problems and I was able to reproduce the issue on a relative's PC. It's strange though because the build plays fine on my machine.

Thanks for playing! Sadly the physics in Unreal Engine happen to be framerate dependent and some computers seem to be experiencing performance issues, which is something we're looking into. If you wanted to give it another shot, you could try checking the Known Issues section of our itch.io page where we posted a workaround that works on some devices.

Thanks for playing! Sadly the physics in Unreal Engine happen to be framerate dependent and some computers seem to be experiencing performance issues, which is something we're looking into. If you wanted to give it another shot, you could try checking the Known Issues section of our itch.io page where we posted a workaround that works on some devices.

Oof, those are harsh words. We've heard some reports about performance and how running a different exe file in the package improves performance substantially. If you wanted to give it another shot, some people mentioned that running SysAI\Windows\GMTK2025\Binaries\Win64\GMTK2025-Win64-Shipping.exe resulted in the game lagging a lot less.

Unfortunately I think we weren't able to finish the setting menu in time, so changing the graphics preset doesn't work at the moment.

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Thanks for playing! We've heard some reports about performance and how running a different exe file in the package improves performance substantially. If you wanted to give it another shot, some people mentioned that running SysAI\Windows\GMTK2025\Binaries\Win64\GMTK2025-Win64-Shipping.exe resulted in the game lagging a lot less.

Unfortunately I think we weren't able to finish the setting menu in time, so changing the graphics preset doesn't work at the moment. 😔

If the player gets stuck or falls off the map, you could try pressing R to reset the loop!

Hi Pal! We worked together for the GMTK 2023 jam. The art style you guys went for looks pretty nice!

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The lore reason for the wall running is that the hangar is normally a zero-g environment, but the gravity machines aren't working properly and BSI Industries still needs you to hit your shift quotas. The real reason is that when we started development, the two programmers on our team decided to split the work, with one of us adding fun parkour movement and the other adding the ship building. Later on, we realized that there was no need to parkour if the player could just walk around the ships, so we decided to remove the floor and go for a star wars-esque chasm station where you've got to wallrun around. XD

We ran out of time to expand on the tutorial, but I think I'll add an "Instructions" section to the itch.io page.

The visuals, music, and sound effects fit the theme of the game quite well. If I were to give two critiques, it would be that the cost of each plant should be displayed below their buttons (so you don't have to hover to see it), and that there should be an easier collection mechanism to help out my poor index finger. Overall though, this seems like a nice relaxing idle clicker game.

The game looks very impressive visually, but I think it's missing some tactile feedback when the player uses different items to ensure that he knows whether his actions are having any effect. I also struggled to figure out how I was supposed to get different music notes from the plants.

This one's hard to rate because like you said, it really is more a proof of concept than a full scale game. What is there is quite impressive because I'm guessing there was a lot of physics involved in designing the ship movement, and I can definitely see something like this being turned into an interesting game in the future, but unfortunately there just isn't quite enough to it "as is". A multiplayer spaceship shooting game with these kinds of mechanics would probably be pretty interesting though!

Yep, there's a bit of truth to that. The tutorial popup system was written from scratch 30 minutes before the submission deadline after we realized that the whole ticket board + contract system was somewhat unintuitive. As for the identity crisis part, yeah, we realized a few hours before the end that the two mechanics didn't mesh together as well as we had originally hoped, but chose to stick with it through to the end anyway and make the levels simpler.   :)

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Yes, we didn't have quite enough time to flesh out the ship building aspect of the game, so some of the parts don't attach right. As for the theme, our take was that the size of the ship chassis can scale up between shifts, and you have to manage more contracts at the same time in later shifts. Plus, you're building spaceships, so we thought that was big enough.  :)

A neat concept, but it seems like you can indefinitely keep spawning nanobots by pressing the space bar, and there doesn't seem to be any win condition or way for the crabs to fight back.

I like the humor and the voice acted tutorial, and how saying "no" when asked if I'm here to scale the mountain causes the game to stop in the webgl build.

I feel like the perspectives could be made more useful somehow, as currently only the orthogonal view seems to matter, and the game could definitely use a music volume slider. Great job for a solo game though!

This seems like an interesting concept. However, I think the game could definitely use some music and sound effects to help set the atmosphere.