Aside from using third party plugins, I did everything for this one. Thank you very much!
Recent community posts
Thank you! The original idea was to have weapon drops throughout the stage, but I didn't have the time to implement it. The "E" key was used for debug, but I ended up leaving it in there. I might change that and implement the original idea in the future.
I've "fixed" this bug multiple times, for some reason it finds a way to happen again! The most recent build should have a solution for this, but I'll keep checking why it happens.
Thank you very much!
Thank you so much! My secret for jam games is figuring out a way to make assets quickly and cheaply, but it helps having a lot of previous experience too. I'm also reusing some assets I did for old games whenever possible, like for visual effects and such. Seems like more people are mixing themes from both recipes so I might try that as well, when I have more of the themes I selected implemented. I'm looking forward to see your game!
Hello everyone! My name is Victor (aka Crowno) and I've been an EZA fan since the beginning. Unfortunately I missed the start of the jam (got distracted by E3 and life stuff) so I'm starting development on my project very late. I still have some busy days ahead of me and the chances of me finishing this game are slim, but I've been so in love with Glinny's Cauldron and the idea of a game jam based on it that I absolutely NEED to give it a shot, regardless of my chances of being successful.
I'll be working on it alone and on my free time, so bare in mind I will be doing this project for fun and with no stakes. Let me know if you want to help with anything, but have in mind that this game might not be finished and/or released.
Anyway, figured it could be cool to share a devlog with you guys since it could be entertaining or informative. Plus, documenting my progress might help me get motivated. Feel free to leave your feedback and ideas!
Gah! Bonelord! (temporary name, maybe?!)
So, for my game I decided to choose Glinny's recipe instead of Cahrsurraurher's. Both of them have themes I'd absolutely love to incorporate, but I feel Glinny's may give me more flexibility to work with mechanics. It was a very hard choice to pass on "full voice acting by 1 person" and "character portraits are different on the menus", but sacrifices have to be made. That being said, these are the primary themes I'll be attempting to incorporate:
- You have a 1% chance to not be able to double jump
- Spells that inflict status effects virtually never work on bosses.
- The first waterfall you discover has a secret cave, but the following 23 do not.
- Instant death from touching the SIDE of a spike. Not the dangerous points, but the side of the spikes.
- The final boss of the game is a character first introduced directly prior to the final boss fight.
- There’s a cutscene where all the characters in your party hear news of a death of an NPC that was mentioned once before in the story. They all act incredibly devastated even though this character was insignificant.
- The game has a hunger meter, every time your character is hungry a loud stomach grumbling sound effect will play. This sound effect can drown out important pieces of dialogue or other important sounds.
- No buildings can be entered. Anytime you attempt to enter one your character says "It's not the right time for that"
- Every town has a mandatory Bad Anime Hot Spring scene
- The celebrity likeness
But what will the game be?
I've struggle a bit to settle on what kind of game I wanted to make. At first I thought a traditional turn-based RPG on RPG Maker would be perfect for this, but I figured it would be a bit difficult to adjust the pacing to fit into a short 45min game, considering all the rpg aspects such as random encounters, balancing and etc. Ultimately I decided to go with a simple action platformer.
The main idea is to give the player the ability to change between party members with different attacks and abilities, but keeping it as simple as possible. I'm aiming for 4 playable party members at the moment, but I might reduce it to 3 or even 2.
So far there is absolutely no plot and the plan is to make up as I go along. I have some ideas of characters and jokes already, but my goal is not to be too serious about it. I'll be focusing on character design, aesthetics and gameplay, which are my favorite parts.
Development so far
I usually start my games by choosing a theme, finding a style I want to work with and doing some sketches. Visually I'm taking a lot of inspiration from Paper Mario. Here are some preliminary sketches of character ideas.
It took me a while to decide between going with pixel art or hand-drawn art, but I decided to go with the latter. I work way too much with pixel art already, so I feel the hand-drawn characters will provide me with the looseness I need. I also opted to do hand-drawn animations instead of going with bones, but I need to work a bit more on it to decide if it's a viable option.
So far I have a prototype with basic platforming movement fully implemented, as well as some baseline I want to follow with the graphics. So far it looks like this:
Here's a gif of the game in action: https://gfycat.com/totaldearirishwolfhound
What is next
For now my absolute priority is to get 2 or 3 fully playable characters with different abilities, make the combat and implement some basic gameplay features (dialogue boxes, dying & respawning, transitioning between areas). Hopefully I'll return soon with some updates.
I guess that is it for now. Thank you for reading, and I'll be looking forward to your feedback.
When scanning through this year's edition of Famicase, "A Vivid Life" was one the covers that most caught my attention. I could not stop wondering what kind of story that art could be telling, and I believe this game does a fantastic job in translating it in its own unique way. The premise alone made me very curious, and the story (or stories) told is very thought-provoking. I love how effectively it uses the elements of body horror in different contexts, but always coming around the theme of feeling out of place.
Great work, and thanks for the experience!
Unfortunately the Hammer detection against the crystal tiles ended up being rather janky, aside from the hitbox being relatively small. It was not intentional but it is definitely something to be improved in the future. Thanks for feedback!
That was super fun to watch! Unfortunately looks like some of the visual effects were glitched (that's a browser thing), so the part with the mirrors wasn't working as intended. The mirrors shift their colors when you have a ghost following you, so it is easier to recognize when you can go through them. I'm impressed that you managed to finish the game despite of that, though!
Thank you so much for playing.
The player hitbox ended up being larger than it should unfortunately, something that I've overlooked after implementing the graphics. I'm working on fixing that along with other issues and I plan to upload a newer (and better!) version once this Ludum Dare ends.
Thanks a lot for playing it, I'm glad you enjoyed it!
Thanks for playing it, that was super fun to watch! You actually did pretty well. By the way, sorry for the missing description for sub-weapons, looks like I accidentally removed it when editing the page earlier.
Charming visuals, nice sound, solid gameplay, and most importantly... the weapons feel pretty good! When the difficulty starts to ramp up the game ends, but I think it has a good length for a jam. This is a great entry, nice work!
I loved the game's concept , art and music. The core mechanics are fun, but the jetpack being so hard to control makes fighting against foes a tad frustrating, and most of the time I felt the real enemy was the insane jetpack acceleration speed. The game has a lot of potential, so I hope you guys keep working on improving it. For the time being, this is a very nice addition to the jam. Nice work!
This game definitely has a lot of charm. One of the things I liked the most was the hovering mechanic and how you use it both to attack and to get away from enemies. Very challenging and I didn't manage to clear all the levels, but doable with a bit of patience. Great work!
Hey guys, now that my game is a bit more solid I'm looking for a composer/sound designer. I would need about 4 tracks (3 areas and 1 Boss theme), and maybe additional music for title screen/credits and such but those are completely optional. I'm currently making my sound effects with bfxr so those aren't necessary either, but any further contribution would be more than welcome.
I'm making this action game about ninja assassin girls ^-^
#3 Art Style and Basic Animations
Since its conception I already had an approximate idea of how I wanted the game and the characters to look like. The sprites had to be made to fit the metrics established during the movement prototype phase: 16x24 for the playable character on a 8x8 tile grid. That is roughly similar to some action games on the NES and would give me enough space to make detailed sprites without going overboard (to be honest I don't like making sprites that are too big).
Here's the process I went through in order to get a basic reference frame for the main playable character:
|1. Gathering references from some games I got inspired by.|
2. Making a crappy sketch to get an idea of the pose and proportions.
3. Throwing some distinct colors to make the sketch more clear.
4. Shrinking the sketch down to the desired sprite size.
5. Tracing an outline and starting the sprite on top of the reference sketch.
6. Trying to make it look decent.
Overall it is a simple process that can help a lot when you have trouble designing stuff in pixel art, specially characters. When making art I have the habit of avoiding to get direct references from other things because I'm afraid of indirectly copying them, but sometimes it is better to not worry about it too much - specially if you are challenging yourself with something out of your comfort zone.
I was very fond of the initial result, but it was still not quite there. I spent some time experimenting with different color palettes and deciding if I wanted a sort of 8-bit look or something more fancy and detailed. After trying to animate it and having some trouble, I settled on going with a vibrant 16 colors palette and made some changes to the sprite that would get it to look more clear and distinct.
Animating the sprite took much more time than establishing the art style for it. I tried to not overdo the animations, but they still ended up getting more polish than my original plans. After many revisions, here's how it looks in-game so far:
#2 Basic Movement Stuff
A few days have passed and I've been taking some time to develop and test the basic movement mechanics I wanted to implement. The engine I use is Construct2, which is generally very practical and friendly towards artists and designers with no hardcore programming skills like myself.
The core idea is that beyond just jumping and walking, the player character will be able to climb walls and cling to the ceiling. You can perform wall jumps, jump from a wall to the ceiling, from the ceiling to platforms and so on. This wide range of mobility gives me a lot of options when designing levels, so I hope to be able to give them a lot of variety on their challenges.
So far, the thing looks like this:
So, the basic movement mechanics are done and I think they feel pretty good. The prototype code was very messy, but yesterday I took some time to clean it up and write down notes on everything. So far this is probably the cleanest and most organized event sheet I ever did on C2, which makes me very happy. One of the best parts is that I already took time to implement both Gamepad and Keyboard support!
However, the movement part is not completely done yet. There are still some actions and moves I want to do like crouching and sliding that will be tied to the combat mechanics. For that I'm going to need assets, as they make it easier to get a good idea of weight, range and the general feel of the controls. I already started to experiment with an art style so we will probably be talking about them soon.
Until the next one! \ (• ◡•)
Hello everyone, nice to meet you!
I first heard about AGBIC (and Famicase <3) last year but I at that time I wasn't able to properly work on a game project for it, so I am considering this year as my first official entry on this jam. I have never written a devlog before and I rarely have the confidence to post the details about my creative process in public, but I felt this could be a cool opportunity to try it out and share my progress with you. Hopefully I won't fail to keep it updated but hey, game jams are great for experiments, right?
Note: I'm not a native english speaker, so pardon me for any mistakes. Feel free to correct me as well, I appreciate it!
#1 - Choosing a cart and a concept
As the first entry on this, let's start with the base of everything.
I spent some time browsing through every cart from Famicase 2017 and saving my favorites to a folder, from which I took more time to come up with ideas and concepts for each one of them. I kept filtering the ideas to find a balance between a theme I enjoy, gameplay that could be fun and what I can realistically finish within 2 to 3 weeks. Between a quirky RPG, a vanilla metroidvania and an action platformer, I ended up choosing the latter.
The cart chosen was JK 暗殺者 (or "JK Assassins") by José Salot. When I saw this cart, I immediately thought about old school action platformers with badass characters doing flips and fighting against evil robots. Thus, the "action game about high school ninja assassin girls" idea was on.
The plan is to make an action platformer with 2 playable characters, each one with slightly different movesets and attacks. My main source of inspiration are games like Strider, Run Saber, Megaman X and Ninja Gaiden. One thing I want to do differently from most of these games is to give emphasis to exploration by creating interconnected areas instead of the straight-forward action packed levels, but that might change if it turns out to be too complex.
With about 6 days for the Jam to officially begin and the flexibility given to us to start early, I decided to use this time to prototype and experiment a little bit. I expect to be sharing more with you soon, until then thanks for reading and I wish you all good luck with your games!
\ (• ◡•)
Man, those sneaky little burglars are hard to catch! The game is very charming and the gameplay is very addictive, I also loved the music (it's very fun to listen during the chase). Well done!
At first I thought the small resolution would be against this game, but in general I think it helps with the sense of claustrophobia and urgency on the survival environment. The graphics are very well polished, the item management is simple but it works very well for a game on this scale. The combat feels a bit stiff, but it doesn't become a big nuisance.
Unfortunately, I got stuck and was unsure if there was somewhere else to go or to do other than keep killing wolves, as following the tracks only led me to dead ends. The graphics and music are great, and the game definitely builds an atmosphere of its own. In general, it's a solid and charming game, specially considering the restrictions in which it was made. Seems like something that could be expanded upon and be very successful =)