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A member registered Jan 12, 2016 · View creator page →

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I think just having multiple difficultly levels effecting just health or the number of water bottle spawns would be fine. Trying to play it without making any mistakes is really fun, but it can get frustrating for some. Also, I sent it to a friend and one thing we both hand an issue with was the default mouse sensitivity being too high, adding a sensitivity slider would fix that.

I had a whole look of fun with this, I played for about 75 minutes, and the only thing I wish there were is a persistent save. Also is it normal to have to play through the higher levels with only 25 HP?

This game is so pretty!

No, taking breaks from long projects is pretty normal.

The walking animation is soooo satisfying XD and the flow of the gameplay feels really nice. I couldn't play the second floor because my monitor is 5:4 and it cuts off the sides.

Oh no, I wasn't meaning your game would be bad, I was more just being pessimistic about how most big game jams go. It's not uncommon for a lot of games to go unplayed by anyone else but the completionists (and the hosts), regardless of how good the games are. But, I'll still play your game!

Godot but pronounced "Ga-doh" this time.

Bold of you to assume anyone will play your game, even if it's a web game. XD

Read the rules. https://www.extracredits.site/we-be-jammin If somehow both jam timelines line up and have compatible themes, got for it, but otherwise... Almost certainly not.

Sorry for the late reply. Thank you! I've never gotten a critique on a game before and admittedly I would have wished it weren't this one. So, the 3 attacks per turn was intentional but I had planned to make it so where you were standing relative to the sheep affected how much damage they did, but I never got that working. I think I could add a "Public Opinion" bar that showed how some of the attacks gave the sheep attacks that do more damage the next round.  I could even make the more absurd and crass ad-lib choices only show up when the sheep are completely blind with rage. I think I might comeback to this project soon and fix a lot of the things you mentioned...

I think the latest build sort of works.

Do you have a Linux build? I ran the game in Wine and all I got was black screen after the menu. I think the game was still running, I heard sound effects.

You could link to the scratch project if all else fails.

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Can confirm. I'm having the same issue on Arch Linux with an RX460. Only happens on max settings.

Why does Unity even still have 32bit support for Linux and macOS? All it does is confuse people.

What about the prizes? If you're working in Godot or something else, and you happen to win, you get a Unity Pro licenses... That's sounds like a bit of a waste and mild slap in the face, especially if you chose a FOSS engine because it was FOSS.

What's the error?

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Thanks, I'll remember not to add new game mechanics less than an hour before submitting for the next jam I'm doing. XD

Thanks. I think I might have made that too hard, I added those in the last minute. I should have stuck with the land mines!

Thanks!

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Ohh, that makes so much more sense! Can you also delete the .git folder if you have one? That adds a lot to the size.

Wait, so I can just delete the .dae, .obj, or .glb file once I've linked it to a scene? Does that still count against the project size since it would be the only bit of mesh data for that mesh?

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Hmm, try hitting Windows tab, see if you just missed the popup windows with the controls and stuff, I'll be moving that to an in game menu today. (probably right now really :P)

Edit: I think I found the issue, it should be fixed now!

Thanks! I really appreciate it!

Sorry, I was joking, I could have easily ask, "Why am I gaming on Linux? xD"

The real question is... Why are you gaming on a Mac? XD

Oh sorry, they're just EXE files, but I forgot to add ".exe" on the end.

You click to attack, but I haven't added any animations so you can't really tell that you are. The tail physics was done using the JiggleBones addon by BauxiteDev. And the character is a robot fox, It would be weird for his fur to change colors, but I could do that with his eyes and nose! The idea of calling it "thermals" came from how one would call the tempeture of all the parts in your computer "the thermals". The name is terrible and I'll definitely be changing it though.

What's a Mac? XD Sorry about that. The attack should be applyed everything in front of you but I think theres some desync between when a colision is still being registered and when a frame gets it's input, so running around and swinging your sword doesn't work very well.

Sorry I'm not sure what you mean by that, but I've found a game breaking bug that prevent's you from playing the game on anything other than a computer simular to mine. So hopefully what ever caused your issue gets fixed when I re-export the project.

My guess is "Temperature"

Someone just added the #gd-jam channel in the Official Godot server. :3

You might want resubmit the Linux executable as a 64bit one, this one run on most computers without some work on the user's side.

Would I be disqualified if I used the character model I've already made? If there's anything I'm not comfortable with remaking it's that.

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I've been working on a game since the beginning of October in Godot 3.0, but I wouldn't mind rewriting it in Godot 2.1 or another engine just to include it in a jam. I haven't gotten very far along in development, and 3.0 keeps corrupting the scene files, but I'd like to reuse most of the assets (just a character model) and possibly some code. Is this allowed? Would it be fine to just keep working on this project as is and submit it? It really isn't much, it only has player movement, and parts of a weapons system implemented.


I think you may have only uploaded the Godot executable at least for the Linux version. :/