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Frosty

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A member registered Aug 29, 2021 · View creator page →

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Thanks for playing the game, since it was my first game jam i'm really happy that i got to submit my idea.. despite the fact that i got like 20% of it done lmao. I'm probably making a simple mobile game out of this cause I think it has the potential to be a fun experience. Again thank you so much for playing <3

Thanks for taking the time to play my game. Yeah I mean, it is a prototype since I didn't really know what I was doing... for context I've worked on game-dev for roughly two months. So i'm happy to have even submitted something. The idea for the gameloop was initially to generate more levels since the entire map is procedurally generated but i gave up cause i was tired.

About the minimap, since I already did generate the dungeon i just stored those values in multiple arrays for walls, floors, and whatnot. Then used the values to generate the minimap just in a different visual form. instead of tiles i used pixels. then i scaled it to fit a texturerect. and that was it.

Thanks for playing the game and giving feedback, much appreciated. I'm a bit pre-occupied with a web-dev project, if I wasn't half dead by the end of the night I'll make sure to check out your game. Again thank you very much for your precious time.

Thanks for playing and giving feed back. It makes me happy that you liked the UI cause it's the only part I knew how to make, so I spent a bit more time on it. I'm well aware of the problems of the gameplay, honestly i'm just glad I got something down cause I was about to give up near the end. 

Thank you for playing the game, and yes you've had the exact same thought process as me. I can re-use the code for a later and more complete project. But what did you mean with "The map kinda works" is there a bug with it? i just slammed it together and didn't play test for very long so i'm wondering if there's something i haven't noticed yet. 

Thanks for your feedback, yeah I needed to make a good tutorial on it but I ran out of steam and just wrote the controls on the itch page 

Fixed it. Give it a shot if you wanted <3

Fixed it. Give it a shot if you wanted <3

Fixed it

Thanks for letting me know mate <3 

The fix would be easy in terms of the... getting the right files, but it's not letting me upload the files to itch (I assume because it would be considered cheating to alter the files after the game jam has concluded.) Thank you for visiting the page. I'll be more careful on the next Jam. 

Thanks for letting me know about this. I absolutely had no idea about that and I don't think I can upload the game after that jam has ended (at least it's not letting me so I assume that's the case). I'll be more careful on the next Jam. Thanks for visiting the page <3

Yeah it's my bad I didn't know Godot needed another file alongside the .exe file. I can't edit the files after the game jam has ended so... not much I can do about that. Thanks for visiting the page anyways <3  I'll be more careful next time 

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I gotta say I'm super invested in your project. I can't really pay you anything (trust me I would love to pay for your beautiful work) but I am willing to act as a beta tester and give feedbacks and thoughts throughout your project. 

about the janky physics... this is purely conjecture on my part but hear me out. I think there are three scenarios in which the boxes shoot out of the storage: 

1. when the boxes get trapped inside each other or overlap in the same spot and the physics engine can't easily separate them from each other 

2. the tank is going at full-speed -> the tank gets air -> the tank collides with the ground and goes into the ground -> physics engine gets confused and don't understand what it has to do 

3. the tank rides over some sort of debris or junk which is similar to scenario No. 2


For scenario No. 3 what I would do is to detect at all instances if the tank is colliding with any junk, then disable the collision between the tank and the junk and see how that would play out. For scenario No. 1 I would keep track of "the number of collisions between boxes inside the storage". my guess is that when the boxes get trapped inside each other or overlap, the number of collisions peaks and we can detect that things are happening. I still can't think of a way to prevent it from happening though. 


generally i think the reason that physics are this janky, is because the physics engine is handling most of the work. That's why I like to write my own physics and controller instead of letting an engine to take care of physics for me. it takes much longer to complete, but it's so much easier to debug 


do you use unity? (or godot or unreal?) 

also is there a way to contact you outside of your itch page? i can give you my telegram id or email or something. i don't think this is the most optimal method of communication 

Hello. I've been playing the game for like ... 2 hours or so? I absolutely adore the concept and the visuals + sound design is really nice. I do have one feedback (probably other people have said before me, i didn't check). i've been playing version 0.4.3 and the physics are kinda janky.  Basically when I put some cargo in my container and i'm going along at full-speed, the physics engine can't handle the collisions and practically everything jumps out of the cargo which is super frustrating. since i'm a game-dev myself I gave it some thought, but i'm not sure what you can do to fix that. maybe introducing a new rule for such occasions? but that would lead into a huge logistical mess. i'll get back to you if i come up with any solution or any other feedback regarding your amazing project. 

Thanks mate, if you like the color palette I suggest you check out the Lospec website, it's so fantastically well managed. 

and yeah you are correct my game lacked a couple of things: more musical options, a tutorial, animations, more levels, some indicators for the automation, etc. but i really ran out of time XD i had only 3 days free. 

i'll try to improve for the next jam <3 

thanks mate. yeah the visuals for me is always a top priority, as for the things you pointed out for improvement I kinda ran out of time (I had to do my main job) but yeah putting an indicated, a little tutorial, little animations, they were all on my mind XD but thanks for the advice shows your comment is genuine <3

don't worry i had the same problem with my "game" lol. we can only improve 

lol for me it wasn't about making a "good game" it was mostly a practice of making "something" it was supposed to be a clicker game that you can actually beat. the end result would be that all of the lines are automated. but i'm glad you enjoyed the goofy side of things.

alright let's get to it ... the game was fantastic. what really shone in my eyes was the audio which added to the level of creepiness. one thing i don't understand about horror games (such as this one) is the gameplay. the gameplay is really really simple and basic and usually that should be the down side, right? but here, somehow the simplicity of the gameplay adds to the tension. i was constantly looking up at the drill from the mines to see what might be happening. great visuals, great audio effects, you somehow used the theme but just .. i arguable enjoyed this game the most out of the ones i tried in the jam 

ok let's see. the use of theme was basically zero cuz i don't really see how automation corresponds to that ... but aside from the deviation from the theme ... it was a good game. mainly because of the creativity in the puzzles (which are a bit too hard from the get go. you probably should've just made a bunch of easy levels to get the player to adjust to this weird now mechanic and puzzle solving system) 

what else ... the audio was ok the visuals were fantastic for what the game was. and that's it i think

maybe it's just not my thing but i think that the gameplay was really unintuitive. it's very hard to tell what's going on and more over, there is no tutorial. i mean most times tutorials are over-rated since most of the games have roughly the same mechanics ... but for games like this there should be tutorial. for visuals ... what can i say ... not great. the audio was good tho

Ok i'm sorry about this but the game DID NOT behave. I could tell that the audio was supposed to be fun and good but it was lagging like hell i've never had that with anything. the animations and everything lagged. i couldn't even get through the tutorial. but there is another down point for me ... it's quite obvious that this game has had some effort and time put into it. and i mean more than just a week or 10 days of work (plus it's submitted to like 6 different jams). i'm new to itch but i assume that's against the spirit of game jamming. which pains me somewhat cause it seems the dev has put time and effort to this project 

my most important suggestion ... please make it downloadable cuz the web version was just a bad experience

*sigh* what do i have to say ... the game jam has a winner

Hey great game. If I had to point out the good and bad things about it:

1. firstly the intro was really cool (you know to see you putting effort into makin a smol story and making a comic despite not having a lot of time) 
2. another good point was the level design and use of mechanics which was pretty clever 
3. a down point for me was the music ... as much as i like 8-bit music and the sound, the option to turn it off might be a good addition 
4. another down point for me ... i'm sorry to say but it was the art (in-game) for some reason it didn't do it for me.

but overall awesome game