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Escape Character

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A member registered Aug 20, 2016 · View creator page →

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Development of Puckish continues; we're part of Indiecade 2023, and will be available in-person at the Night Games festival in LA in Nov 10 & 11:

https://www.musiccenter.org/experience-learn/experience-learn/for-all-ages/digit...

A MUCH UPDATED version of the game, on the Tilt Five AR table, is coming to Indiecade 2023 in November!
Check out the trailer:

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I’m stopping for the night. However, I have a rough idea we could be a match for.

It’s a “garden of weirdos” full of different characters. In this space, there are different weather patterns passing over. These weather patterns aren’t things like rain or snow or sun, but shaders that significantly affect the graphics.

the “weirdos” are all just characters doing behaviours or monologues in place.

I think this could benefit from musical motifs/ambient soundtracks. Possibly overlapping, depending on what you’re into complexity-wise.

Soundtracks could be tied to time/location/weather/characters. I see the player just wandering around; no narrative or gameplay in mind at all. 

I plan to make this in GODOT

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(Post will be updated regularly)

Dealing with video & chroma key isn't something that most game devs are used to, so we've recorded some sample assets and prepared sample code for you.

Shared Assets Folder is in Dropbox here: https://www.dropbox.com/sh/pmdwa3daf3859x2/AADIBNXuN0TGQhOTqzfn3jAEa?dl=0
See README if you want to add your own assets.


Sample Code

Unity / Video Player: https://github.com/dustinfreeman/fmv-jam-sample-unity


More coming (please add your own!)

Any specific type of music you want to make this jam? Or any type of team you'd want to collaborate with?

We got:

  • 1 green screen area with floor
  • 1 green screen area, floor only
  • 1 sound recording booth
  • costumes
  • snack table (for implied snacks)
  • coffee maker (for implied coffee)
  • fibre internet
  • a "lounge for gamers"
  • absurd number of desks and chairs



Sweet! Anything specific you want to do, for this jam or in general?

Also, join the jam Discord, there's some team-building discussion there already: https://discord.gg/ruBBUNSwaZ



Remember; if you want to participate onsite in NYC, grab a ticket here: https://www.eventbrite.com/e/fmv-jam-nyc-onsite-ticket-tickets-673263789117?aff=...

I wrote a small post-mortem on my blog, also giving background on the design inspiration https://dustinfreeman.org/blog/puckish/

This is the kind of shenanigans I'm into.

A very nice multiplayer logic game with hidden information that made me think in ways I hadn't before.

I think this could become excellent if you added a bit of UI clarifying turn/card order.

Liked how stylized and detail this was. It really felt like a dirty, dirty garbage world.

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Tight, really fun. Left me wanting more (in a good way)

When I played it, earlier today, the amount of thrust felt kind of low, even if I had like 4 engines on it.

Cursed. Wonderfully cursed.

Very polished platforming - just on the edge of doable vs impossible! Was nice to see something so well-tuned come out of a game jam.

Secret Window grandmas (spoilers!) was a sweet element.

Nice aesthetic; I like the phoenix-looking eruption out of the enemy

Amazing aesthetic choice and commitment to the bit.

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Is this for sideloading onto an Oculus Quest 1/2/Pro?

J U I C Y

This is one of the most insanely innovative ideas I’ve seen in recent memory. This is going to be stuck with me for a while.

:')

Yes, looking over a few people's shoulder, I notice they would stay on a single character making all the decisions through them, when I wanted to force the player to spread out their choices. "Pass" will always have a cost so people aren't tempted to keep passing in order to get optimal choices.

Thanks for trying it out!
There's been a misunderstanding someone else had too: the button on the lower right is meant to say "Pass Blunt" as a single phrase, "Pass" and "Blunt" aren't separate options. I removed the underline in an update so hopefully it's clearer now.

 🧙‍♂️🕵️

Expected Behaviour:

If you have a "draft" game, that you've never published, someone who is not you should not have access to it, or should be even aware it exists, even if they know the URL. Right now, if you go to a URL for which you do not have access, e.g.  https://escapecharacter.itch.io/made-up-game  , it shows a 404 page and no indication whether there is a game in draft or not.


Current Behaviour:

If you go to a URL for a game which is in draft, it shows a 404 page, but the title of the page is taken from the draft. This lets people guess what games people are working on an view their titles before they were intended to be released.

e.g. go to https://escapecharacter.itch.io/blunt-quaternion, for which I have a draft game, you can see the "title" of the page has the game name. As opposed to the "Expected behaviour" above, where the title is just itch.io

FYI - This game may be published by the time you read this post, but you can verify this behaviour yourself.


I just played through this. I love the sense of time jumps as the weapons system, that you're only brought out during the fight/flight response, and always without time to explain what happened in the meantime, or the context of why you're here, right now; and the body you're riding is always unwelcome to your presence.

Yeah, I love this too. I adore the feeling of the scrawls in the margin.

This is wonderful.

Any tricks for getting ReactJS to show as an embed in itch? When I upload the result of my `yarn build` step as a zip, itch accepts it, but I get a blank screen when trying to play the game.

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I am experiencing this issue currently. with SSL_ERROR_RX_RECORD_TOO_LONG

Who's the parent?

This was totally lovely. We should collaborate! We're at raktor.org