Appreciate the play and vid!
Dandy Knight Games
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Sorry about the CPU usage. We ran right down to the deadline here so I didn't get any time to focus on optimization. I'm surprised that a few people have had CPU issues though, I was really expecting GPU to be the major problem if anything. It makes me think it would be a pretty solvable problem. Thank you so much for playing though, I'm glad you enjoyed.
Well put! Sadly the biggest challenge for me was trying to get the 3d scenes together on time, so art lost cohesion for them, while they are supposed to feel dreamlike and unreal, I did want more visual consistency with the novel segments. Given a longer deadline I would have liked to have hand drawn art for the memories you encounter in the dreams. I was hoping the fragments would give a bit more of a tie to the overall story for feeling there.
By day you pursue your love interest. By night you are plagued by nightmares. When you can't trust your own mind, who can you trust?
We are team Pastel Knight. We are a joint partnership between programmer/UI designer (Christopher) and artist/designer (BelleinPastel). Our other team members are writer (Rae), composer (JanHehrComposes) and 3d modeler (NathanBathan). We have been planning a game around a protagonist who realizes that the reality they are perceiving is the result of new degenerative brain disease they have, Regressive Neurologic Hypnagogia (RNH). Live out memories and nightmares as though they are the present, and finally reach a moment of clarity.
Currently we are looking for the following roles:
- SFX artist
- 3d artist
- Voice Actors
The gameplay will consist of visual novel segments that play out like a typical dating sim and nightmares that play as a first-person puzzle solving segments. I will handle the programming and whatever roles we do not fill. This is a game with 2d characters in 3d worlds (think Danganronpa). I have experience setting this up and if we don't find a 3d artist, I will build the scenes out.
This will be my 14th game jam and my 3rd time participating in this game jam. I'm a professional developer and UI designer for my work, and on my free time often work on game jams or other small projects. You can see some of my previous game jams, including submissions to Spooktober, on my itch.io page.
BelleInPastel is a professional storyboard artist in the animation industry, with additional experience in illustration and animation. During her spare time, she works diligently on her own visual novel projects.
If you want to be a part of this amazing project, please DM me on discord Christopher#2299 or drop a comment below.
Do you have a skillset we didn't listen and still want to be a part of this? Contact me anyway! I want this game to be as strong as it can so if you feel you have some skills to really bring this thing together, we would love to hear.
I got the fast ending. This game made me laugh, I loved when you slice the bread in half. At first I thought the final phase was too hard but it was because I was being dumb and not moving far enough away.
Note: For webgl builds in the player section you can set the width and height, at first when I was playing I didn't see the health bars because they were being cut off.
That's very high praise, thank you so much. During the middle of the night (for me) right before the deadline is when I asked my friend for a cover image. He still did a lot better than I could but he only had a few hours.
I often have no clue what to do for a cover image... In your opinion, what would you do for this game?
I really love this entry, pretty much gave a perfect score! I have a couple of suggestions:
1. The hitboxes & hurtboxes need to be a bit smaller, usually in a bullet hell game they are really small and it gives the player the feeling of near avoiding things when they probably didn't.
2. The projectiles need to have more contrast with the background. Typically in a bullet hell they have high contrast so you don't need to focus on them but can still tell where they relatively are.
Otherwise, I'm bookmarking this game... It's a ton of fun! I love the upgrade system and the bird theme.
Honestly really fun. I found it pretty easy to set up my towers so they would never hit eachother though. Maybe an alternative implementation would be that you have a player character that places the towers and needs to avoid their projectiles as you place more towers.
Otherwise I honestly think this game is a lot more fun than mine and has great longplay value. Nice job!
Thanks I really appreciate it! I had a moment 3 hours before the deadline where I was making the boss attack patterns where I decided to end it where I was instead of trying to squeeze in the second phase. After you knock off the faceplates there's an entire thing where you can destroy the face too.
Over the next few weeks I plan to release (separately from the entry) the full battle and add some of the wilder ideas I had.
The sprites were drawn by me but they are "animated" through 2d inverse kinematics. I built a few different scripts to move the solver targets to make the limbs move. I want to do something cool for the cover but I don't have patience to animate by hand haha.
I've been trying to get better at music but it's a work in progress haha. Thank you so much for playing!
I'm a massive F-Zero fan so I really enjoyed this game. Got 4 deaths. Not sure if you already have it enabled, but the player car needs continuous collision detection enabled on the Rigidbody, at the highest speeds I didn't need to jump the obstacles sometimes. Otherwise you would need to do raycasting yourself to check for collisions.
Great music and great game!
They were a ton of fun to make, I used the Unity 2d inverse kinematics package in combination with navigation. The biggest challenge was making the script to figure out where to place the limbs when they are searching for a new position.
Glad you enjoyed the music! I'm not sure what genre it is but I had a lot of fun making it.
Thanks for playing!