my first devlog for this round
foreignSpecies
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I mean Im kinda liking this idea i don't see much harm in it..a content creator could just create jams doesn't even have to be themed devs just show what they've been working on...honestly think alot of devs would jump on that do it like maybe monthly winner gets there game streamed for a month and even the non winners at least gets eyeballs on there game if even a moment.would be alot for the content creator to keep up with if the submissions flooded in ..
My game i just released is at ~1.6.. But the kicker is only 8 views and 2 plays...one play and one view i know was me "as a guest". So I think people saw a little bit of effort put into the page cause I made short video of gameplay (horrible trailer but I'm a programmer not a video editor)..but I think people see this horrible trailer and think the game is going to suck...with that being said my personal art ability sucks and I grabbed a few free assets from itch and those assets actually look amazing but my "programmer art" is kinda ruining there artist art..My point here is I think every stat matters when it comes to analytics the fact that my page has 8 views 2 plays (technically 7 views 1 play) and a ~1.6 ctr tells me I need to make it look more appealing in order to get more plays.also the impression are around 400 meaning 400 ppl looked at my game and didn't even bother to click on it. So I really think that's my cover photo because really half assed Ms paint a pos picture but it was like the last thing and I knew in order for me to make it look good enough would've taken days and I was so ready to publish just shot myself in the foot with my impatience..but the ctr I think has very little to do with how well your game is actually doing
yeah I've entertained this game concept in my head for awhile. just getting back into game dev...kind of forgot how much the little things add up. but i literally just fixed the camera issue. some values might need to be adjusted like size and speed but it is a lot smoother. and is alot less aggravating to play. don't think we are allowed to submit changes during the voting period so itch wont see the updates till after then.
**edit** also after gdko ends for me atleast the characters will be completely different. i was thinking bugs and the asteroid just be like what would be pebble to us. but Ive got alot of work just fixing this game.
found it difficult to throw the bone on the weight activated thing without the dog catching it . I mean I guess i could've gotten separation from the dog first but that required running the dog into a wall while I'm still moving just extremely frustrating mechanics. but did fit the criteria i guess you did have an animal...you did have a projectile although your animal refused to let land where i needed it to and it did have a story.
did you write a novel or make a game? j/k just felt like there was more time spent reading dialogue here then playing the game game play was alright seemed a bit to easy to me though. great aesthetics though kinda felt like i watching amazing world of gumball.. i honestly started clicking through the story once i figured out how long it was...but im sure it was a good story started good anyways. just adhd really started kicking in about halfway through the 2 cutscene.
a bit of a bug found by mistake then duplicated. get stuck between the robot and the first green barrel the robot stops attacking you so you dont die but prevents you from moving from that position. not criticizing just reporting it to you. all around great game though loved the whole thing the story the birds the birds are projectiles didn't finish though side scrolling games like that just arent really my cup of tea but still great game.
movement was very fluent loved the use of the projectiles. kinda for some reason took me back to good old crash bandicoot. the original one thank god it wasn't as hard though. wish there was a bit more of a story i saw that you used more context then directly telling what is happening which is always a neat way to tell a story and as the development process well... develops...the story will unravel but this has some real potential
i personally had a hard time dodging the projectiles do to not being able to tell if they were at the top or the bottom and couldn't make it pass the first mission. probably on me though i do enjoy a good d&d game but only coop with my buddies. not for sure if there was an animal in the game at all maybe i didn't far enough sure it had a solid story being that type of game it is. really has potential though..
Thank you that is an excellent pointer. Never thought of it I honestly remember trying to use lerp on a space shooter I was working on a couple years ago..can't remember what exactly I tried it on think an enemy AI rotation. But I have learned A LOT since then. So surely I could figure it out for camera movements
Unity is the game engine I used and always have but I'm gonna eventually venture I swear..
i'm not fully def or even legally def but i have a hard time hearing.. which is why there is never any sound in my games so this game was rough for me. even with my trusty headphones i could find i couldn't really determine where the sound was coming from.. i think there was a duck quacking that i was never gonna find and I'm not sure if there were any projectiles. not to say its a bad game. Love you made a game for the blind
decently fun game to play. not for sure the point of the dog other than to say you put an animal in your game. the was no narrative that i came across in the five mins of play. couldn't find instructions on how to play therefore i couldn't figure out what the symbols on the bottom screen was for...maybe a bit of a story to explain why stars are chasing after me and the ghost dog. honestly thought that maybe the dog would heal me if stand next it but it didnt
seemed a bit much for a game jam...just feel like if you maybe if you made it shorter with faster progression. that tree im assuming skills tree at the beginning was super intimidating and the story was to long to watch all the way through which you do warn at the start that it was long. it just feels like you missed the most of the objectives just by over doing not necessarily a bad thing but i cant even judge this game because simply who has the time when there is 60 other games to play..
I completely botched the first version...my dum dum self tried to prefab every object thinking it would be easier to add prefabs to a scene then to just duplicate from another just made a mess and well I had to start fresh..and that's when I got a flu still managed to whip this together though in the nick of time
*Not even the first time Ive tried to prefab every object guess I just didn't learn the first time.
Thank you for playing...sorry I missed that bug...really confused as why it's doing that(crashing before game when hitting space) but I'll get to the bottom of it.being honest I was sick for like the last three days before submissions were do not making excuses because I am pretty terrible at making video games even when well...but it's a dream never gonna give up
I have made all the changes you recommended here and from those adjustments it just feels so much better. I feel kinda foolish for the box collider mistake though as I usually do in every game I have ever made first thing if main character I throw and edit a box collider and a rigid body. long story short had I edited the player collider(like I usually do it would've saved me a lot of headaches and time. Thank you so much for your advice 🙏(haven't uploaded changes)
I'm glad you think my game has potential. This was my first platformer I have made on my own(without a walkthrough or tutorials) and there was a lot of bugginess that I wasn't very prepared for and the physics just feel a little off when I play it..but honestly for a very unpolished game I'm fairly proud of it...if you could specify some of the bugs you encountered so that way I have more of an outside perspective on what to fix when I go back to this game would be greatly appreciated
thank you so much...I am really hoping too develop this game further and make into a complete game someday.. really feel like if I "tune" the physics a little bit I would have so much more options for puzzles. And there was so much more I wanted to do with the obstacles but I would've had to fine tune the physics and just felt like I didn't have that much time


