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A member registered Jan 30, 2014 · View creator page →

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The Green Corp🌿™️ Sabot-free Saboteur-proof Railguns are purely for protecting the Seagreen🥬 from trash.

And that's a Green Guarantee🌿™️!

(I'm glad you liked the details, they were what I meticulously spent most of the jam on.)

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I agree on the aiming, but then again driving a mech is definitely NOT like shooting fish in a barrel, so maybe it checks out.

Or maybe I'm just really bad at math. I did want to make the guns properly aim at what you're aiming, but that gets a bit wonky with dual-wielding.

Full game playthrough

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Tiny gameplay

This spammer spams this spam in all the open submission game jams.

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KAIJUJAM official playthrough of the tinies can be found here.

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Thanks!

Yeah, this is basically a pile of meticulously-crafted tech, aaand then I ran out of time to make the game itself better.

The narrator is pretty complex as you guessed. It's not quite perfect, but I like it a lot overall and it was a great learning experience. I ran into a lot of issues such as robots can't say "sky" due to the TTS, and had to write things in weird ways all the time, but overall it was so much fun to mess with.

It's capable of switching lines and certain words randomly, as well as counting to a hundred. I definitely like how it makes it sound a bit less "NPC repeating the one line they know when you talk to them" than usual (especially when clicking on the resources!)

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The game is unfortunately softlockable in the current state, as you found out, as there's no lose condition.

I wanted to add failure narration for such cases, but ran out of time to do all the necessary checks. (e.g. "The peeps didn't think of the long-term consequences, and wasted all the precious resources gathered.")


Each level you have to build the specific buildings to progress the story. But the game doesn't prevent you from building farm/farm/farm instead of farm/lumberyard/mine, for example, so you can run out of the necessary resources to progress.

There is a cheat button in the controls ([Enter] adds +1+1+1 resources) for this scenario if you want to just listen to the tiny story.

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And here I was thinking the game was too much of a tutorial. It starts with a single interactable button on the screen and a huge red flag pointing to it, and then expands from there on out.

LOBSTER ARMS POWER

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The UI scales weirdly with resolution (you can test it by zooming the page too.)

On 4K it blocks half the game by default


which made the game considerably harder, so I only beat it on second try when I switched to 1080p

https://i.imgur.com/Qw7Xnfi.png

Web version doesn't seem to run on Firefox on my end, showing just a white screen after pressing Run Game. Worked fine on Chrome though and I saved the city.

Took an hour, but I saved 32/32. My personal Game of the Jam by far.

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I can't but apologize for the gameplay, and especially elevator section (aka the water level of this game.) It's very thrown-together and just not very intuitive.

The original plan was to have Mother narrate a bit more as you do things, and have something a bit more interesting than all those parts lifted by the elevator (e.g. one of them being a magnet that zaps the next part off a cliff or something.)

But that's what happens when you spend 10 days on the visuals instead. And that work at least seems to have paid off, which I'm glad to hear.

Fun fact, the game became inspired by the GROW series of games the second I added those blobby peeps as an animation test. You'll love those games if you liked Grocean.

All the fancy mech movement was mostly due to the fact that this was supposed to be a fishing game, but turned into a point and click somewhere along the way. It wasn't really used at all for the point and click puzzle, other than moving it out of the way in the end. Oh well.

I've added an indicator spotlight to the mech:

Green: Default.

White: Hovering over something clickable.

Red: (after clicking) Requirement not met yet, e.g. previous parts not installed yet.

I've added an indicator spotlight to the mech:

Green: Default.

White: Hovering over something clickable.

Red: (after clicking) Requirement not met yet, e.g. previous parts not installed yet.

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It is done. It is 6:23 AM.

Playthrough if you don't want to press buttons yourself:

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Some dialogue issues have been patched, cars are now destructible, and there's a fullscreen button under the game now.

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Known issues:

- Various UI sequence break when going too fast. Obey.

...

FAQ:

No, you can't make it look better. It's perfect.

No, there is no skip dialogue button because everything is duct taped together into a delicate pile of triggers that would explode otherwise.

No, the camera does not always follow the shark. Use your deductive skills to figure out where you are if you get lost.

No, there are no secrets/side quests/multiple endings/collectibles/a lot of things to destroy. Turns out making a totally-physics-based mech, and then hand crafting dialogue triggers takes time.

No, it wasn't made 100% from scratch during this jam, only 98.76%. I had messed around with some of the graphics assets for a day-or-so previously for a jam that didn't end up working out. Most of that was remade in any case due to physics, and all gameplay was made during the jam.

https://www.adobe.com/products/flashplayer/end-of-life.html

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Thanks! I agree about the music. I originally picked it primarily for the intro, but it also fit the game when it was just about blasting your way through the level... And then I came up with the tiny story that kind of slowed things down, but I didn't have time to pick another track and handle fading and such.

Would you say that it's... out of control?

Thanks!

I tried my best to make the magic-anti-gravity-recoil flexible enough to be able to unstuck yourself in most cases, but unfortunately it can still happen because physics and all.

Really wanted to add a [Nudge]-button for cases like that, but ran out time. Gamejams.

Thanks! High praise.

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I tried my best to make the magic-anti-gravity-recoil flexible enough to be able to unstuck yourself in most cases, but unfortunately it can still happen because physics and all.

Really wanted to add a [Nudge]-button for cases like that, but ran out time. Gamejams.

Didn't try that yet, but it would've definitely helped since I had so many duplicates in the scene.

I wrote more details in the Twitter thread: https://twitter.com/dashrava/status/1252176601883774976

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Backstory:

I was messing with a very complex scene just to see what Clayxels is capable of performance-wise, froze everything I had into meshes, which produced a 5GB scene file, which as it turns out is too large for Unity to actually reopen. The scene could not be opened at all, other scenes in the same project worked fine.

I was able to salvage the scene by manually removing the embedded meshes (in a text editor that supports files that massive) to reduce the file size enough for Unity to open it again.

Issue:

The tool embedding meshes straight into the scene file is capable of bloating the file above Unity's file serialization size cap of 4GB:

Serialized file size of 4.78 GB (5132435161 bytes) exceeds maximum. [...]
Serialized files over 4.00 GB (4294967295 bytes) cannot be loaded by the player.

This is technically an inherent Unity issue, but since it can be accidentally caused by pressing buttons in the Clayxels interface, there could be safeguards of some kind in the tool.

Steps to reproduce:

1) Create tons of duplicates of an item, and freeze each of them into meshes until your scene file becomes 5GB.

2) Restart Unity (/ Reopen scene?)

3) Serialization error.

Tiny post-gamejam devlog

(Spoilers!)
Playthrough: