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Flying Katsu

A member registered Sep 15, 2015 · View creator page →

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The title made me giggle haha

Aaaa THE MEMORIES and just like the real thing I only ever seem to get 1 spot before or after the jackpot...

Nice work! I was thinking of a virtual pet submission as well (but I didn't finish yet)

btw I had trouble muting the music (nice tune, but a little loud). The mute button doesn't seem to work? (windows ver.)

Day 8 - 9

This is the version submitted to Slow Game Jam for the first deadline this past Sunday. It's still pretty bare since I had to cut a lot of corners to make it at least winnable. Fortunately the deadline was extended by a week so I still have a chance to bring it closer to my vision.

Stuff added since last time:

  • Eating food restores health
  • Gold will merge when you pick up coins while already holding one
  • Sword will move a little when you use it
  • Player character says stuff when you use an item
  • NPC hero will continuously move to the right and pick up whatever sits in front
  • NPC hero has a randomly created name
  • HUD displays controls, health/gold counters, and NPC status
  • Dropping food on the dragon will end the game with a "Hooray" message
  • Replaced placeholder platforms with my own
  • Added the dragon and NPC hero art by Qun

The main thing that I want to finish by the second deadline is damage calculation for sword collisions. Otherwise it will be impossible to slay the dragon...

Day 6 progress:

Day 7 progress:

Slow Game Jam (Day 5)

After spending a day studying example projects from Sparklin Labs, I finalized my project structure and scene hierarchy. Today's main accomplishment was thinking through the technical requirements of the game, which allowed me to organize the programming needs for the rest of the week.

project structure in Superpowers editor

Today's accomplishments:

  • Organized project on GitHub and in Superpowers
  • Created demo tilemap with finalized tile structure
  • Created prefabs for important entities (tilemap, items, characters)
  • Handled player collisions separately between semi-solid platforms and solid tiles
  • Wrote custom collision module for handling collisions with non-solid objects (critical for items and triggers!)
  • Applied custom collision behaviors to human characters and the tunnel exit/entrance trigger

Tomorrow's Goals:

  • Finish the custom collision module to calculate physics points for rects and rotated rects (critical for weapons)
  • Program player-item interactions
  • Program hero behavior
  • Program dragon behavior for combat
  • Upload improved demo to
(1 edit)

Update: Jam Day 3-4

Rough game world mockup

The player (and Hero NPCs) get dropped into a cave-like map. Heroes charge forth straight to the dragon. The player can see treasure chests as they fall, to clue them into the possibility of exploration.

  • Red dots = Treasure chests which contain either an axe, spade, or squirt gun
  • Purple dots = Fruit spawners. Fruit fills the health meter; Watering spawners generates more fruit
  • Yellow dots = Gold that the player can collect from digging.
  • DarkGrey = Removable ground (using spade)
  • LightGrey = Tunnel loop that connects fake exit to the initial spawn point
  • Blue = Waterfall to the death (to remove Heroes)
  • Green = Trees. Using an axe will kill fruit spawners and block off part of the hero path

Update: Jam Day 2

Rough HUD mockup with relative sizes of assets

health and gold counter in top left; dragon status in top right; controls and hero debug log in bottom panel

(6 edits)


Hi, I'm FlyingKatsu! I just started prototyping my submission for Slow Game Jam. Initially I was going to go with Unity for prototyping, but I saw the Tilemap and Sprite Animation workflow of Superpowers and decided this would be a much faster approach!

For the time being, I'll be using assets from the Prehistoric and Medieval Fantasy packs provided with Superpowers (they look fantastic!). Eventually I'll replace these assets with some custom made during this game jam by Qun.

Game Description

Falling into a cavern, you are joined by similarly equipped heroes on a quest to slay the dragon waiting at the end. Each of you can hold only one item: a weapon, food, or gold. The items you choose to carry, use, or drop will determine your success at slaying the dragon and escaping the cavern.

Current Progress

[0%] Jam Day 1 (3.24-3.25)

[5%] Jam Day 2 (3.25-3.26)

[10%] Jam Day 3 (3.26-3.27)

  • Prototype a game world with Superpowers (Tilemaps, Rooms, Player-Camera)
  • Continue adding action/interaction descriptions to gameplay spec
  • Add game world screenshots/mockups in the design spec

[15%] Jam Day 4 (3.27-3.28)

  • Learn better techniques from Superpowers demo projects

[20%] Jam Day 5 (3.28-3.29)

  • Restructure project to better utilize custom behaviors, typescript modules, tilemaps, and prefabs
  • Updated level map

[30%] Jam Day 6 (3.29-3.30)

  • Custom collision module
  • Warp triggers using custom collision

[40%] Jam Day 7 (3.30-3.31)

  • Drop down from platforms
  • Drop/Swap/Equip closest item
  • Item labels appear when nearby
  • Integrate some custom art assets

[60%] Jam Day 8 (3.31-4.01)

  • NPC behaviors
  • Functional items
  • Create the HUD prefab and behaviors
  • Integrate the rest of custom art assets
  • Finalize level design and tile set
  • Polishing

[75%] Jam Day 9 (4.01-4.02)

  • Put together marketing/promotional materials
  • Last minute polish and debugging
  • Submit to Slow Game Jam

[80%] Extended Jam (4.03 - 4.09)

  • Make sword attacks deal damage
  • Let the dragon die
  • Smoother end screen transition
  • Make NPCs a little smarter
    • Attack dragon
    • Retaliate if player attacks
    • Use their items
    • Spawn more upon death

[100%] Post-Jam (4.10-???)

  • Save player data between sessions
  • Finish adding alternative weapons
  • Make pink tiles diggable
  • Let dragon use firebreath attacks
  • TBD

Hi Mitchell!

I was originally planning to go solo for this, but I'm considering outsourcing for some art assets. It's my first jam, but in the past I have made games in 2-week sprints for school. I'm comfortable with Discord and Google Docs. Haven't tried Trello before, but it looks similar enough to GitHub's project cards.

My plan was to finalize the asset needs and design doc by the end of the first day (GMT-4/EST), so if you're interested in working together I can send that when it's ready. At the moment, I know for sure the perspective will be side-scrolling, and I plan to do the backgrounds so I can keep control over parallax effects. General genre/setting is typical fantasy (knights and dragons). What I'd be asking for is probably 6 items and 3 characters, with maybe 10 short (~3-frame) animated actions for two of the characters.

Does that sound feasible within a week, or am I being far too ambitious?

Also, I noticed you use Aseprite? I could set up a project file with labeled animation sequences and asset layers, and then all you'd need to do is fill in the cells.

Thanks for the links!

I suppose in one dimension, the Slow Game Jam could be considered a paradox, but I chose to think of it more as a guide for design decisions than as a practice of slow movement itself. That said, I'll still try to avoid being in crunch mode all week long.

One of the nice things about this jam, as waferthinninja pointed out, is that we have time to really think about the design of our game before we're allowed to start creating anything. Hopefully this increase in thinking time will lead to a less hectic development time, as well as more thoughtful design?

Great minds think alike? Haha.

Agreed! Knowing the general theme of Slow Games in advance gives us a lot of time to let ideas develop and to assess feasible scope before things get out of control.

(pretty sure there's no secret additional theme, anyway)

Hi! I thought I'd share some concepts I gleaned from the linked Wikipedia article on slow culture. Maybe some of these will resonate with fellow slow jammers?

The first time I speed-read through the article and didn't really get it, but after reading an abstract on slow tech (in the article's references) I got a better understanding. How fitting!

Some concepts and questions to ponder:

Less is More: What's so attractive about catching 'em all? Can we fulfill this desire in a different, more minimalist way?

Quality > Quantity: Can we make the bare minimum features/content satisfying in its own right?

Critical Design: How should we challenge the current meanings behind prevailing gameplay features?

Free Choice: How do we get a player to explore the game world at their own pace? Can we offer quests without guilting the player into a grocery list of chores? Could we design quests around context clues, without dialogue?

Adaptive Learning: How should we let the player lead the flow of the game? How should the game adapt to player decisions?

Journey > Destination: How do we lure the player away from rushing to complete the game? Can a game exist without an explicitly defined end, and still be considered a game?

Reflection > Efficiency: How can we make the game slow, but not tiresome? What kinds of interactions or experiences is the player willing to devote extra time to doing? Which interactions do players usually take for granted, without considering the meaning behind their actions?

Mental Rest: How can we design in-game moments of inactivity while keeping the player engaged with the game world? What can we change about gameplay to give players a chance to reflect on their actions?

Pacing: How can we build up to the punchline / climax / "Aha!" moment for maximum effect?