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DudeMakesGames

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A member registered Jun 06, 2020 · View creator page →

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Just wanted to thank you for taking the time to submit a game. Despite the boss fight being unfinished (i shot swords into death for about 10 minutes with no result, and nothing happened when i ran out of life either), i found that it was still a fairly enjoyable boss fight. Even though the music is not your own it was a good choice. I'm afraid i must rate low on creativity for not fitting the theme.

I wish you luck in your future jamming! 

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visit the game page for the "how to play". I'm sorry but you'll need it

doesn't take more than a couple of minutes to read i swear

Not only this, but i think some of the new features are missing, like the "menu" button.

I'm using windows

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 How am i expected to use the buttons when the mouse also moves the camera?

I can't move the character, and there is a popup listing many errors.

Not at all bad!

Thanks :D

5 STARS

Absolutely incredible, a lot of fun

just at high levels it's impossible to see where the goblins are because of all the spell effects. 

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You need to upload the whole game folder for the windows, the .exe on it's own doesn't work!

Just realised i don't think there's anything you can do about that during the jam, which is a shame because the browser version doesn't perform too well.

Awesome game though, will be rating very highly in a few minutes.

Ah, wish i'd thought of that. going to have to play yours now!

really great. the sound became glitchy after clicking retry for me though.

Really interesting, it went from no real challenge to no idea how to improve in a single level for me though.

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Interesting premise, but it lagged to high hell on my computer (in the browser) so i can't rate it.

nvm, there is a downloadable version. brb.

edit: won't download for some reason. sorry.

yeah, if you get enough money. i kept playing until day 5.

How exactly did you get it to 553 MB?

Sorry, but that is why i won't download and rate this.

Nice art (could've used animation)

I thought the upgrade screen could've been clearer - the text was too small and cut off, and i think maybe it should be visible even when you don't have the money - to provide incentive. for a while i thought the money was pointless.

Some of the obstacles feel quite arbitrary and there is no way to avoid them - the coffee machine breaking down for example, and the floor patterns can often swap right when you're walking on it, slipping you up of no fault of your own. That being said, it is a delightfully tense experience.

Sound was alright, although i won't judge you on the music because you didn't make it. Good choice of music though.

It tangentially fits the theme - not much collaboration if you ask me.

A lot that could've been better - but 4 stars because i liked it anyway

Package, and Barrier especially could've been easier to spot. i couldn't beat level 4, i got stuck at the end with only 1 jump and a speed boost.

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very good but i get the feeling level 3 isn't supposed to be as hard as i am finding it lol

Got a formula suggestion?

Post it here.

Bear in mind that rearrangements of existing formulas are already a planned feature.

Phyzz Wizz community · Created a new topic Changelog
(2 edits)

0.3 - 27.09.20 Efficiency Update:

-Bug fix: outputs are no longer rounded to whole numbers unless they are whole numbers.

-The save directory is assigned automatically on program start.

-The value and its unit are now input on the same line for efficiency

-The howtouse file has been updated to reflect recent updates.

-Error 001 has been split into 001a, 001b and 001c to help narrow down the issue.


0.2 - 24.09.20 Usable Update:

-You can now use decimal inputs

-Output units are automatically converted into something recognisable, if not you can decide what unit.

-Questions are now numbered automatically

-Formulae are now organised into categories

-You can now have most formulae in all possible rearrangements.

-New menu option 'Section' does the same thing as 'Formula' but also resets the question number.


0.1 - 24.09.20 First Edition:

Beginning of the project. it is very difficult to use and has gaping flaws. to be fixed in 0.2

(2 edits)

001 - Either you did not enter a correct formula ID. (for example use 0 or 1) or there is an issue that needs reporting. 

001a - Issue in category selection (See 001). 001b - Issue in basic formula selection (See 001). 001c - Issue in formula perm selection (See 001)

002 - You entered incorrect input values. any number should work.

003 - You entered an incorrect menu option. for example use 1,2, or 3.

Phyzz Wizz community · Created a new topic Bugs
(1 edit)

Comment Here to report bugs!

make sure your bug has not already been reported!

make sure you have not edited the code!

include your version number in your comment! if you are not using the latest version try and reproduce it on the latest version.

your comment will be deleted when the bug is fixed.

(1 edit)

This issue was caught and fixed in early july, still way too late. download version 0.3.3 or later and it should be fixed for you.

So sorry, but i already have someone working on it now. Thanks anyway

dudemakesgames.itch.io/captaincolorbeard

Give diverse, contructive feedback please.

Also if you know a bit about story feel free to comment on this script i just made for the story of the first part

https://docs.google.com/document/d/1RPMikAC-KJZ4vwSIRsmEj52ItPmn598FZ0ZD8QWOy5U/...

Thanks

bump

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it was good, i feel like the player could have been given more visceral reward for climbing higher, e.g. areas with different appearances, some more interesting UI for the distance you have climbed, my idea is you have a scrolling, mostly transparent map that looks similar to the compass UI in a lot of games that pinpoints your location, highscore, and indicates good places to reach e.g. the start of those biomes, other rewards, etc.

At first i read 'background music' and thought, what music? and it turns out that the music starts muted despite not being according to the icon. it was suitable for your game though, if you were willing to put extra into that biome idea to really spruce things up a bit you could add slight variations to the music per biome: take Celeste's track 'reach for the summit' as inspiration, just probably not quite a strong of an effect as in celeste.

As for 'game feel' i thought it was pretty good; just mess about with the camera, particles, movement, see what works. at one point however, i died because i saw the top of a boost arrow and for whatever reason decided it would probably bounce me even though the actual platform was offscreen - make of that what you will

As for new ideas, possibly dot little surprises occasionally to make the player want to explore: just a theoretical idea and i have no idea if its a good one but if there was to be any sort of shop - perhaps it would not be housed in the menu but somewhere on the infinity-cave-tube-mountain-thingy, probably only a short distance up.

Overall, i enjoyed it and have followed your itch account: i look forward to your next move.

I'll probably post something similar to this for my own game so stay tuned - if you want to give feedback rn you can find it here:

https://dudemakesgames.itch.io/captaincolorbeard

Hey, i was working on a game called captain ColorBeard https://dudemakesgames.itch.io/captaincolorbeard, and i needed somebody to write a soundtrack, probably similar to some of the Celeste OST's quieter tracks, particularly the first part of resurrections? as well as work on new SFX / Revamp old ones if you can do SFX also.

Unpaid, but i pseudo-promise it'll be a good time (yes i just made up that word because i am only 80% sure it will be a good time)

Add me on discord (RedBananas69 #6476) if you'd like to work on this with me and we can talk


Cheers, dudemakesgames

(blog here: https://dudemakesgames.wordpress.com/)

I've definetely made the levels, what do you mean by you can't select next level? would it be possible to send video footage?

It works fine for me...

Hi! I am looking for a relatively small soundtrack for my relatively small game Captain ColorBeard https://dudemakesgames.itch.io/captaincolorbeard. you can do what you'd like with the soundtrack as you appear to know best but there are certain things i'd like to do with it. if you can create ambient, sad, hopeful, and all that then let's chat on discord RedBananas69 #6476.

If not, could you please reply or something so i know you're not interested? thanks

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I checked out your work and i loved it!

I can only say i'm sorry i did not find this earlier - my last composer (not as experienced) just left due to how busy he was (somehow)

I can't promise anything other than fun times, i say that because my audience goals for my game are about 30 downloads but if you want to check it out the link is https://dudemakesgames.itch.io/captaincolorbeard

DM me on discord (RedBananas69 #6476) if you'd like to do about 3-10 tracks max over a few months and possibly revamp some of the SFX if you feel up to it as well.

Blog site - dudemakesgames.wordpress.com

Instagram - @dudemakesgames

P.s. if it's a no, could you let me know anyway so i can look for someone else

Hey is it just me or does the character only jump half the time?

Looks nice though! I'm also in Jasp's tent with you username RedBananas69

my discord username is RedBananas69

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Cheers, will do! Sent a friend request

If you think it would suit. 

If you are a musician willing to occasionally work on music every few weeks or so for my current game Captain ColorBeard https://dudemakesgames.itch.io/captaincolorbeard then (idk, you're here i guess)

If you want to, i first need title screen music. the protagonist is clumsy, incompetent and a pirate, but the title music and most of the soundtrack should be fairly calm.

(20 edits)

Track progress in the close future - https://trello.com/b/ZiixxqKO/captain-colorbeard

0.4.0 - Curve Update (Date 30.10.20)

The changelog here is so absolutely huge i'll have to break it down for the first time.

Additions:

  • New Levels!
  • I have implemented a testing procedure so no obvious bugs should find their way into builds now.
  • The dialogue system now features profile pics and sounds
  • The world screen features SFX.
  • A space prompt has been added to the quarters scene as players often got stuck there
  • A 'd' prompt has been added to the world screen as it was not obvious what was going on

Changes:

  • Tips have been reorganised
  • The world starting position is now to the right of the tutorial, as it caused confusion
  • Not entirely relevant but i updated the private build naming convention to include more detail

Bug Fixes:

  • There are now colliders in the quarters scene
  • The quarters scene transition no longer takes up the top half of the screen despite it supposed to be up.
  • Old abandoned 'carry' code was removed that sometimes caused an unused sprite to display
  • Colorbeard no longer stays gold after unlocking a lock
  • Colorbeard is no longer gold by default in the outdoor circus scene
  • The Tutorial prompts now require actual action to be taken rather than just walking into their highlighted zones.
  • because of this, the 'q' prompt can no longer be triggered by a spider.
  • The version number was not changed in 0.3.4 lol it has been for 0.4.0

0.3.4 - AudioQuarters Patch (Date 11.10.20)

3 months later, i got my act together and made this.

  • Added quarters scene with a nice bit of dialogue in it.
  • There is a lot more SFX and some existing SFX has been revamped. Thanks to alcateia
  • Music by Krydaform is in the works
  • The Esc menu now triggers transitions when it should.

0.3.3 - Exterminator Patch (Date 10.7.20)

  • Fixed issue where the save system would not initiate at all, totally breaking the world screen for new users.
  • Fixed issue where the hedge lock sprite overlaps the player
  • Fixed issue where some of the colliders in the tutorial were missing
  • Welcome Alcateia, the new SFX, Music and Testing legend. his reworked SFX did not make it into this build but rest assured they will be soon enough.
  • Looking at this, it appears i have not uploaded a patch in over a week. damn, sorry. progress always slows down the further you go into development and we have hit a really slow patch here. also, i have been working on it a bit less to try and find a better balance so there's that as well.

0.3.2 - Tips Patch (Date 2.7.20)

  • Added Tips for each level
  • The game now supports mac and linux
  • If you made it to the world screen, the play button will now take you there rather than the tutorial

0.3.1 - Transformation Patch (Date 29.06.20)

  • Lighting is slightly less weird
  • The levels look slightly less rubbish
  • the WIP screen has changed to reflect that 0.3.0 is now released and there are indeed levels.

0.3.0 - Levels Update (Date 26.06.20)

  • Added public access to the world screen, accessible from the circus docks exit that previously showed you the thanks screen.
  • Added public access to the 6 Levels i've been working on, Atrocious Graphics and all. (I'm working on it!) these can be accessed from the world screen.
  • Added a WebGL Build which was then promptly removed due to not working at all. It'll be here soon!

0.2.11 - Critical Patch 2: Electric Boogaloo (Date 22.6.20)

  • The Options menu has been reinstated with the purpose of being able to now reset your save
  • The Save now includes your position on the world screen
  • Most Levels now exit to the world screen
  • There is now a button in most levels to exit to the world screen
  • The level Hedge maze now works as intended

0.2.10 - MajorMinor Patch (Date 22.6.20)

  • Added World Screen (Currently Not Accessible)
  • Finalised Level Layout just about
  • Changed the way gold dye works; now it simply opens locks rather than being required to win the level
  • The inner ends of spider legs are no longer visible if the rocket is diagonal
  • the W A S D keys in the tutorial level now disappear when pressed to make it clearer that pressing all of them is required.

0.2.9 - Hidden Patch (Date 17.6.20)

  • Added a hidden debug menu that allows me to go to any level in the game including 5 untextured, thrown-together prototype levels for 0.3.0 (i'm not telling you how to get there, you wouldn't enjoy it and it would spoil the levels anyway)

The purpose of this patch is so i can conduct closely monitored testing on fellow household members to tweak and order these levels.

0.2.8 - Transitions Patch (Date 17.6.20)

  • Added Transitions between levels
  • Added a thanks screen at the end with a link to the feedback form
  • the WIP screen now only shows when you start the game, rather than every time you load the menu
  • The Filenames now show the game's name rather than simply version number
  • The downloads section now has a windows icon over the file if it wasn't clear already

0.2.7 - Dumb Patch (Date 16.6.20)

  • When i said 1920x1024 in previous notes i meant 1920x1080 and this is the new default. wow.
  • Remember when i said that that resolution was the default? didn't work. silly me.
  • the UI then became far too small. fixed that.
  • I told you this patch was dumb
  • Added Trello Link to top of this page

0.2.6 - Docks Patch (Date 15.6.20)

  • Removed Support for all resolutions except 1920x1024 (the new default)
  • As such i have temporarily removed the options menu as it currently serves no purpose
  • Added Outside Docks area to circus / tutorial level; you access it by finishing the tutorial
  • The WIP warning now lasts 3 seconds

0.2.5 - Critical Patch (Date 13.6.20)

  • Zoomed Out the camera
  • The title screen now scales with resolution but is still designed for 1024x768
  • There is now a warning explaining how WIP this game currently is, lasting 2 seconds
  • This changelog now shows Dates

0.2.4 - Lighting Patch (Date 12.6.20)

  • Added Lighting System
  • Fixed the gazillion bugs that sprung out of nowhere due to this; this is why it took me so long. i will be needing a short break from this project

0.2.3 - Beginner's Patch (Date 10.6.20)

  • Changed a certain Dialogue Line
  • You now restart the level on death
  • There is also a button in the Esc Menu to restart the level manually
  • The default resolution is now 1024x768
  • The camera now shakes when the chain sound plays
  • The buttons in the menu no longer bob up and down, just the title.

0.2.2 - Menu + Resolution Patch (Date 9.6.20)

  • Added Options Menu with Resolution Options (no more small ui!) (mess around there a bit)
  • Tidied Scripts and Sprites into Subfolders
  • Added Quit Button in Main Menu
  • Added Esc Menu to Levels to allow you to return to the Main Menu

0.2.1 - Basic Patch (Date 8.6.20)

  • Added Colliders to Doors
  • Dialogue now no longer disappears when you exit the trigger zone; it now stays for 1.5 seconds (only in the case of trigger-caused dialogue e.g. the first two lines of the tutorial which were previously rushed through)
  • Win and Lose panels now Match the dialogue UI.
  • Added SFX for dying beard, and placing traps

0.2.0 - First Public Build (Date 6.6.20)

  • Textured + Animated Everything
  • Added Basic SFX + VFX
  • Added Title Screen
  • Added Tutorial
  • Added Environment Tilemaps (Sadly not seen in this version, but in levels to come)
  • Probably Some other Stuff