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thank you both so much!! i am planning to add a lot more plants and it would be pretty fun to make even more gardens *: also the hole in the floor has been fixed and i will fix the other collisions in the next update!!

Replied to Paci in Starbot comments

haha i have received a bit of fanart + one fic over time it's just been a while since i released it. also thank you!

Whoa, I'm super late on this but thank you so much!

RPGMaker 2003 plus RPGMaker 2009 Ultimate!

whoa your graphics look really lovely--i would've loved to seen animation or demo of the gameplay.

also i have to say im REALLY EXCITED about your last post. game dev is super frustrating but it's also incredibly rewarding when it does work and it can be a pretty brutal, addicting process. i'm really glad you were able to share your progress with us, and i look forward to seeing your game and work in the future (perhaps try itchio threads or tigsource if you'd like to continue a devlog?)! best of luck ravi!!

if you haven't already it's a good idea to link to or distribute RTP alongside your game or on its page--even if it cuts down the size of your game by a lot, it is true that not a lot of people have it on their computers. i worked around this by using custom assets and if you choose to go back to do this you can have the added benefit of avoiding the need for RTP downloads altogether.

it's really awesome to see you again this jam, and great job on finishing a game!! rpgmaker is one of my favorite engines and i'm glad you also enjoyed working with it!

i encourage you to take the time to poke around itchio's other game jams--there's a lot of cool events running at any given time and it will give you the chance to push your dev skills and learn new things. rushing mechanics to fit deadlines is actually pretty normal for jam games and it's actually really neat to see the creative solutions you came up with the time crunch! even if it's not something you wanted from the outset, i wouldn't discredit your effort to create a finished product--this is the kind of hard work that makes and finishes games! thanks for jamming with us i hope you can continue to create games and learn in the future!

aaa this is super impressive--it's really cool you took the time to create the dialogue system. admittedly the jam's timeframe is not kind to games with narrative or dialogue heavy elements--these tend to take time to develop bc they're more asset-heavy, but i honestly think your prototype is a really solid demonstration of mechanics and systems you can use for the story that you had hoped to build especially in unity!! best of luck if you decide to continue the project (or use the systems for another project)! i'd also encourage you to take advantage of the social opportunities of jams and other social media platforms--you might see other people experiencing similar issues and get the chance to develop narrative ideas. again great work!

Created a new topic Playtesting thread
(Edited 1 time)

Hey jammers!

This thread is a place to share your game and get feedback, especially on specific questions. Reply to posts with relevant feedback if possible, but in general this thread is to encourage you to play other people's games!

If you'd like feedback, please include:

Game url

[url]

I'd like feedback on

[Bulleted list, questions, or description of what you would like critique on. Can be "anything!" if you're not looking for anything specific]

I need help on

[Optional so remove if unnecessary, but if you have a specific problem or bug that you would like help or advice with solving]

Did you finish your game? Did you almost finish your game? Did you have Quite A Few Problems And Maybe Did Not Finish That Game? That's fine!

Write a post-mortem!

A post-mortem is an analysis of a project's process--what was successful and what was less successful? The purpose of a post-mortem is to understand what really worked for you or your team and what broke down. Did you struggle or get stuck on one mechanic? Did your team communicate well? Did your audio person have enough resources to work with?

You can write your post-mortem as a final post to your devlog (and we encourage it for consistency!) or you can post it as a separate thread with [Post-mortem] as a tag in the title.

Check out these post-mortems on Gamasutra for some inspiration (and maybe see if you can find your favorite titles!) Don't feel that you have to match the tone of these articles, though. Your post-mortem for the jam can be as formal or as informal as you'd like--all you really need to document is what worked and what didn't!

it's really awesome that you've already had two playtesters! this is two more than most prototypes will have sometimes haha. i also appreciate you documenting your experience with your playtesters, especially the feedback that was harsh and especially crit like "this isn't really my thing." taking crit and taking notes on playtesting are both related and important skills for game dev. creative works will always have a target audience and sometimes you have to understand when people giving you crit aren't you feedback relevant to your goals or intended audience. even if it is super nerve-wracking, being able to observe playtesters in person is actually the best way to receive feedback. for some games, the feedback that you need most sometimes comes from watching how people interact with a game, how long it takes them to figure something out, or seeing what decisions they make.

also i definitely think your style of documenting your game is really great--documenting your process helps you see what you did well and can do in the future or what you need to change. in a way it's almost like you've got a running post-mortem. your frustrations and triumphs are all very well notated. keep up the great work!

it's awesome you've already got a playtest with your current features! playtesting is pretty helpful for catching what's not intuitive about your interface or mechanics, and it looks like you got some helpful feedback. this is already looking like a really functional game and i'd love to see gif or video captures of the gameplay!

this actually looks really fun! i'm excited to see more!

haha honestly i feel like "simple mechanics" in games is kind of an oxymoron. they can be tough + take a bit to pick up and with certain kinds of mechanics days or weeks (or months!) to tweak. i really love the premise of this game--it's really charming and i think makes for a good "short" game that's scalable content-wise. i look forward to seeing more of your progress!

congratulations on finishing the game!

congrats on finishing up the point and click mechanics! i'm kind of curious about this interrogation part--is there some kind of dialogue options to it or is it still pretty adventure-y? the lighting in the last picture looks really lovely.

aa i really like this game's mechanics--alchemy or mixing games in gen seem pretty fun. i'm curious about the theme or narrative of the game outside of the mechanics--what are we mixing for? what is the end goal? this is looking pretty cool so far!

aaa your backgrounds and char designs are so beautiful! even if you have pretty basic mechanics that is a really good start for a game--if you decide to focus on one mechanic or expand it more in the future you have a really good basis and probably better idea of the workflow used to get there. this is looking really fantastic.

ooo i'm really interested in this betting style system for the fights--this seems to add a bit more dimension to the game and it actually feels like something that'd be pretty fun/effective as an analogue card game. i think seeing it in motion or even putting together a rules sheet might help readers get a better idea of or a bigger picture of your game.

i featured this devlog in our last email! i really like the how the character looks--very nice art and it also gels i think with the style and type of game you're working on. i think for crit--her dress fades to black and it makes her apron looks like its floating.

(Edited 1 time)

i kind of like the mish mash of themes and objects for this game aesthetically--it feels kind of abstract and pop art-y. i'm curious to see this game in motion--if you get the chance to record gifs or video i'd love to see the mechanics in action!

i'm not familiar with gamemaker but scores are generally saved as variables and then if the program supports text drawing that as a string or text to the screen/ui. there are probably some explanations for that in shmup style game tutorials.

ohhh the additional dangers are kind of a neat mechanic! the shop menu is looking good also

wow great work on the tables so far! it looks like you've been really considering different solutions for your mechanic and i'm looking forward to seeing how you expand and improve your current one!

whoa i'm really interested in this premise and it's cool to see some gameplay + text already!

that transition looks SO GOOD i am really excited!! great job!! also congratulations on getting your main mechanic implemented! these extra thoughts sound pretty cool and maybe you could make a list of possible features in a game design document and kind of prune down what you think you would like to tackle first or consider more important. also your devlog is such a pleasure to read--it's really nice to see a clearly documented process. looking forward to seeing more!

Posted in [ Devlog ] Odin

i really like the text boxes popping up as the player moves! a lot of games use this for level beginnings that need some text. i actually didn't realize the border had different sizing--is it possible there is some rounding occurring with the camera or some sprites that's causing the discrepancy? also i'm really loving how the text typewriter effect looks!

Replied to ryam in [ Devlog ] Odin

hmmm actually screen2gif is one of the ones i use the most--i think licecap is another one that i found pretty good, but i couldn't say for sure if it'll have a better capture.

Posted in [Devlog] Otsoa

even if it's hard to show it's really cool that you're planning to improve your own engine--i'm really curious about the kind of functionality or mechanics that it would streamline.

aaa the moving images/sprites add a lot of character and a feeling of interactivity to the scenes--looks good!!

ohhh nice work on the hover detection! this feels like an classic adventure game and i love it!!

oh wow it's really cool to see the interactivity like the climbing + dialogue! the starry background is sooo lovely and really adds a lot of depth already ('': !!

ohhh boy retail--i feel that! it's really awesome to see you still thinking about the design and process when you can't directly develop it. planning and thinking about the design/architecture for a game before implementing it can really save you time.

omggg i'd love to see them! u gotta let me know.

i feel the timing thing tho i'm actually traveling for a week in the middle of this jam aaaaa but i'll be attempting a prototype of the game and hopefully working on it in the future!!

AAA THIS ART IS SO CUTE i love all your color concepts a lot too--the red + green contrast is really nice. it's really awesome how well documented your devlog is--this can be useful for debugging actually. even if it's frustrating, just explaining what your code needs to do and how it was fixed or wasn't fixed can sometimes help you work through problems and spot their causes. i'm super excited to see more of this!

wind blowing in trees can be done with a vertex shader! you can see an example of this kind of thing here-- it can be a bit much to learn shaders, but you can probably find a script online somewhere. i build my shaders in shaderforge because i like node-based shader networks.

these character concepts are sooo good and i'm totally feeling the game's tone through them!!

honestly mashing up a lot of pre-made scripts is a totally acceptable workflow for games! i always think of it like cooking--you don't have to grow your carrots to cook them in a dish, but it might be helpful to understand more about them. when you use scripts it can be ok to throw them in and tweak them to your needs--but going into them can help you understand how they work and even replicate them in the future. exploring making these systems on your own though is a really great thing to do!

also i love your sketches aa they're so lovely!

hey loving the blocked out overall mechanic and UI so far! this looks like a solid start to a sim--i didn't get the chance to watch the video but from the original explanation i'd be interested in seeing an emergent narrative.

OHHHHH man i'm loving these concept sketches!! the screen mockups are awesome too aaa

i'm looking forward to seeing the images! it sounds like you've made steady progress on the mechanics so far.