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I hadn't thought about making the squirrel jump, no. I imposed a limitation of the Game & Watch on myself to prevent myself being a victim of scope creep (which was very likely to happen) so the only buttons I allowed myself was left and right. That limitation also fed directly into one of my goals in which I wanted to submit a more complete game this time around. That said, adding a jump could be interesting! I'll put that on my list of things to try later. :)
I fixed that bug you mentioned too (new build to go up once I test another refactor a bit first). That squirrel didn't want to let go of those nuts!
Thanks for playing and leaving feedback.
Awesome to hear one of the bugs is fixed at least! I've just uploaded another one after a pretty hefty refactor and I couldn't find any bugs here. Hopefully that's the last of those ones where you get stuck. Thank you for testing it again!
Thanks for the feedback!
- It was an attempt at a risk vs reward mechanic there. You can keep as many nuts on your person as you like and the difficulty won't increase. However, if you get hit by a snowflake you lose all acorns on your person. So do you bank the acorns and increase the difficulty or horde them on your person and gamble them? Does that make sense?
- Yeah, I was fully aware of that and it was intention because I didn't think people would want to play for that long so I just let it get faster and faster. It seems people ARE actually playing it for longer than I thought so I might have to update that in a future build. Thank you for letting me know about that.
- That's a bummer as I uploaded a build maybe an hour or two before you made your comment that was meant to have fixed that bug...it looks like I haven't.
Thanks heaps for playing and leaving me feedback, that's very valuable.
I liked this. There were just a couple of screens that swapped out the R key for another which broke the consistency of always using R to return. I guess using arrow keys to navigate the options (instead of pecking at changing keys) may make it more accessible too?
The music fit for me, but I wonder if the different sections could trigger a nice subtle music crossfade to fit the new setting and help to paint a better picture of progress in your imagination.
Nice work! I was hooked to find out how it ended. :)
What a great puzzler! I had a lot of fun and I think for the levels I've played the difficulty curve is good. One thing I thought could make it more polished is to keep the music continuous between levels instead of reloading. I like the music too, BTW. Great work!
Edit: One thing I'd like is reset being mapped to R instead of having to use the UI (makes it heaps quicker when I know I've stuffed up).
Hi folks, here's my game (Mac and PC)
It's not particularly deep but I'd appreciate any feedback that might make it a more engaging game. i.e. Something to encourage people to play more/longer (like I already want to do leaderboards). My goal would be a F2P game with ads if it became good enough.
1. Hi there! What's your name? Want to introduce yourself?
I'm Cam. I'm an ex software dev (Procreate for iPad/iPhone) trying to get into making games. I have also worked as an animator on a TV Show called Pixel Pinkie. I'm an artist learning to program so I can have a better shot at making games.
2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?
I did participate and I made something pretty bad. That said, my goal was to submit something and that I did. I want to do the same thing again, but this time I want to focus on nailing a core game loop and actually making it fun. I'm not sure I'll achieve it but I'm going to upload it anyway.
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
I'm a big fan of Nintendo (in spite of the face palm inducing decisions they sometimes make) and Shigeru Miyamoto's influence on gaming is probably the main reason I want to make games.
4. Do you have experience with game development? What did you do/with what engine?
I've been dabbling in Unity for a few years but I haven't done a great deal because the time I get is pretty limited. Slooooow and steady.
5. Tell us about something you're passionate about!
I live by Shigeru Miyamoto's quote:
A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.
I hope to one day make a game that successfully practices this belief. Games like Splatoon, Mario, Downwell, Luftrausers all use this and the simplicity of the mechanics really gets me envious.
6. What are your goals for this game jam?
- Create a (fun) core game loop
- To submit my progress at the end
7. Any advice to new jammers (if you're a veteran)?
I always just say to think small, then divide that by half and then cut it in half again and you might actually achieve that. Oh, and submit your work at the end no matter what state it's in. There's a YouTuber Jupiter Hadley that plays many (if not all) of the games uploaded for this Jam and whilst it's super embarrassing to see my "games" appearing in her videos it's also great for feedback. It also gets you used to being in that uncomfortable spotlight that a real game dev will be in one day when you release a game for real. I've learnt some important things from those few seconds she's played my disasterpiece.
Thank you! It was hard to watch you "play" it with how little there was to do but in seeing you interact with it, it's given me some valuable feedback on what I should have done in posting something so basic. I'll add some background text that has the controls, so when you're in-game you know how to play and reset the stage etc.
Also, like I said on Twitter, the build I have ready to upload, sitting on my PC has two player controls, so there's a little bit more of a "game" to it.
Thank you again for checking it out.
You're right though, death of a pet is inevitable, but your writing made me think about what I would do with Muppet (my dog's name) given the injuries and suffering that was described to me. I was thinking well, I don't want to take him to a library because I want to spend time with him doing something he'd enjoy but the options made me go there.
I'm not clever or a good writer but perhaps there's some sort of a balance between drawing it out and not making it a straight cut to the end. And don't apologise for making me upset, that goes to show that you're on the right track and you're successful at your goal!
I liked the writing, it wasn't too descriptive and it felt genuine like a real dog owner would.
I was expecting that one of the options I chose was going to be the last so I chose carefully until I realised that I was going to have to go through all of the options before the game progressed. That made me a bit impatient and I started to skip through it. That hurt the ending a little because I was reading too hastily and cared less about the details in the writing.
Having said that, It did get me a bit upset because I fear the day I face this decision with my dog, so well done!
Nice idea for a thread!
My game is called Litter Bomber.
I'd like feedback on:
It lacks any kind of polish but any feedback about the flying would be nice. How it controls, what you felt like doing, what feels "off" etc.
I wasn't able to do was to give the plane a little boost as the engine kicked back in. I tried addForce Impulse, but my main movement code overwrote the boost bit so I scrapped it in the name of keeping things moving.
Thanks! Yeah, I freaking love UX. It's a shame it's still so vague to a lot of people!
I really, really want to upload something at the end but I struggle so much with ideas it gets really stressful!
- I'm Cam! I'm a UX/UI designer (helped make on Procreate for iPad/iPhone). My passion is UX and video games and my goal for 2017 is to release one game this year and make at least 1c on said game.
- I participated in the last one (on my own) and ended up uploading something which was a personal goal of mine for 2016. It was incomplete but still it was a big step for me to put something out there. I aim to do the same with this jam. My biggest obstacle will be coming up with a small idea and executing it within the time.
- Hard to pick a favourite game, but Mario 64 is probably up there; Shigeru Miyamoto is a huge inspiration to me. I aspire to make a local multiplayer, sports-hybrid game, in a similar vein to Smash Bros, Bars Bari Ball, Samurai Gunn, Video Ball etc.
- I have been teaching myself to program C# with Unity and TBH I'm not that great at it haha. Previous to that I have had no experience with programming or making games.
- I'm passionate about UX. In particular the micro-interactions a player/user has with the software. Animations, transitions, feedback etc. All of the little things that polish the game to make something amazing. I also have a soft spot for local multiplayer, as a kid that grew up with the N64. There' something special to me about huddling around a TV with friends swearing, yelling and laughing at each other all night playing games.
- I guess the one thing I learnt from the first time I did this jam is that you have to think small. When you think you have a great, small idea, cut it in half again. And then again.
Oh wow, that poetry project sounds cool. I'd love to see it when it's done.
I looked up what boids are and that stuff really interests me. I also really like the idea of something that learns from experience. Sadly, I've a long way to go before I'm capable of doing that sort of stuff. I don't even know where to start because everything seems to be targeted at intermediate to advanced programmers!
I think I actually understand how you're explaining you would do it! Sounds like something I could probably do over a longer period of time than the jam, but I'd like to try this if not just for a challenge. Thank you again for your idea.
Thanks for the tips! I think for now I'll stick to doing things the nasty way as I don't want to introduce too many ways to fail when I'm already going to be struggling! That could be a refactor later. :)
Sounds interesting, thank you for the reply. To me it almost sounds like a Punch Out type game where learning the pattern and avoiding it until the gap is the key to winning.
If you don't mind me asking, how would you (pseudo) code the pattern? Would it be an array of (say) 5 ints, where each int is decided by a percentage chance to attack? I can't see in my head how to get the individual chances into a stream that plays out.
Thanks! A name generator could certainly be a good fall back as it doesn't require any art. I've never done anything like that before. Would you pull names from an online resource, or just hard code arrays of (copy and pasted) categorised words and chose them randomly?
I like Jasper's tutorials too. I began his procedural tutorials a few months ago but found I was just copying the code instead of understanding what I was doing and why (cave generation typically requires intermediate programming experience, which seems to be ~90% of procgen tutorials).
I believe I need to have a better foundation in programming before tackling procgen of that complexity. That's where I'm struggling; finding it difficult to grasp the full gamut of what procgen could be and mean. What it is in its simplest form. Is it simply using random elements within a semi designed constraint?
I'm an inexperienced programmer that is learning C# in Unity. I'm really inspired to try to do something for ProcJam but I'm unsure where to start, as most of the things you find on procgen require considerable programming experience. (I've read the "5 ways..." post but I guess I need a bit more of a helping hand or understanding to get me on the right path and the creative juices flowing.)
Perhaps this might even develop into a resource for following ProcJams for people like myself.
So if you have any tinsy-tiny ideas, explanations etc, please, I'd love to hear them. It doesn't matter how small the idea is I'd just love to submit and come out the other side having learnt something about procedural generation.
Thanks for your time.
This is steering the thread off a little bit, but is still relevant to the title and you guys have got me inspire:
Could someone recommend some procgen ideas suitable for someone with basic programming experience?
I'd love to use this jam as an opportunity to learn something about procgen, but don't want to get bogged down in something out of my league and end up giving up. If you think it could develop into a useful thread for other beginners, I'll start a fresh one up
I'm not sure how Itch selects which emails I receive but I've received a few and they've all been of interest to me, so perhaps there's some sort of heuristic to it? I follow Itch on Twitter so maybe tweeting a link to the community early and tagging Itch will get a retweet?
Other than that, I'm honestly not sure how it'd get to me without Itch's input
Hey Cut Garnet Games,
Like Monsi, I only heard about it this morning via the automated email Itch sends out. It'd be nice if they could send them out perhaps a week before they start, or even two, so you can put it in your schedule and have a think about it!
I've tweeted at itch.io with the suggestion of having the emails sent out earlier, so perhaps if others do the same thing they might consider it.
I wanted to say that whilst I won't be getting involved in this Game Jam (I'd love to but I'm way too green at programming in general) I really appreciate the effort put into setting up the resources. This one and MyFirstGameJam both had great resources which makes a huge difference to making it more accessible to Game Jam rookies like myself.
The one thing I'd love to be different and I suspect it's an itch.io thing over any specific Game Jam is to be notified of an upcoming Game Jam sooner. Currently I get the alerts ~2 days before they start, which for a beginner (programmer and game maker) that isn't a great deal of time to think about it and often ends up in me not doing something.
Anyways, thank you to the organisers and good luck to everyone!
Edit: I created a new thread to post ideas to help beginners like myself.