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fuseinabowl

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A member registered Jan 17, 2017 · View creator page →

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Thanks for giving it a go nonetheless :)

I thought I had the same problem as koku and wasn't able to properly view it, but it actually took ~2 minutes to load the game - this was after downloading it and running it from my computer. It might be worth adding a spash screen as the first page saying it's loading

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An interesting idea, and it looks very nice too! I'd be really interested seeing it used for a puzzle where it's easier or uniquely possible through natural language. Maybe you meet an adversary and you have to say something publicly to encourage your ally to do something without also letting the enemy know what your ally's about to do?

Great job, and I'm interested to see the next step of this :)

This is a really novel idea! The presentation is great, it reminds me a lot of the Doctor Who episodes with Van Gogh. I liked how he spoke in the first person about a lot of it (but sometimes slipped into third :P ). There were a few weird inflections, I noticed a lot around commas in particular, not sure if you could fix this without ConvAI's help though?

Really impressive work!

The game shows promise - I'd recommend working on the immediate player feedback first. In particular I'd remove the jitter from the player character at high framerates by changing the rigidbody's interpolation from "None" to "Interpolated" and adding a particle effect when one of the player's punches connect.

Good job, keep going for it :)

Thanks for giving it a go. It's always recording - when you quit either through esc or alt-f4 it will save it. I'll add that to the controls in the description.

The 20 laps is a suggestion - you can train the planes to do whatever you want (within reason). e.g. in the simplest case you can show them that they should always hold the thruster down and not do anything else. Unfortunately I broke the training with my last upload and am trying to get a new build out that will work.

Thanks for the report - Just tested this myself and I'm running into the same problem. I'll see if I can fix it and upload it with Tommy.

Sorry for messing you around and thanks a lot for letting me know

Really enjoyed it apart from the slopes and the fan. It seemed random whether I'd make the jumps or not, I couldn't find any set ups that would make it easier.

Haha this is brilliant! Played for probably longer than I should have, was reaching 30 mins before I had to put it down. Very satisfying making bullets that are larger than the explosion radius! All that juice with the particle effects and screen shake was done to perfection. Really enjoyed it!

Great concept and a very clear minimalist art style. Despite the clear mapping of controls to the coloured blocks I struggled in the later levels as everything felt counterintuitive. Even though I wasn't good at executing the solutions I really enjoyed getting a little bit further and finding out the bot's next action, then planning my solution to it. Nice job!

Very nice job! It was a really interesting twist on a maze, and the controls were satisfying. I struggled a bit and couldn't complete level 5, but I thoroughly enjoyed the levels I finished. I enjoyed in particular how the constraints like the L shaped arena gave you hints of your next sub-goal too. Well put together!

Thanks! Ben and Jeremy actually implemented that and made a couple of levels based on it. I didn't have time to create the art for those levels and we didn't have time to add any feedback telling the player why the spy had stopped so we had to drop it. But yes! We would have loved to explore that mechanic.

Thanks! That would have been an interesting direction to take it, we didn't consider that. We were looking to add mechanics as the shipped mechanics were difficult to write interesting levels around so maybe that was the missing piece to our puzzle.

Thanks for your feedback on the order of the buttons. Next jam I'll spend a few minutes playing games in a similar genre and see how they lay out their buttons so we can make ours feel more familiar. And yep for the camera, I'll think more about that next time.

So much fun! The simple charm and using the universal truth that anyone will stop to pet a dog was great. Brilliant job!

The concept and art were fantastic! I enjoyed a lot of the story/gameplay, but ran into the same problem most people seem to have done.

I played it through a few times and got to the location question 5 times labouriously. Even with the "dead end" clue you gave I tried a couple of answers that fit that clue and still didn't get it. I don't want to waste my time going through the whole game again to guess again based on a single clue with lots of wrong answers. The age question was a lot more satisfying, even if it was significantly simpler.

The writing was very good - the characters had a fun-to-watch conversation and the medium gave the right amount of praise to the player. It avoided feeling condescending but encouraged me to replay multiple times.

This is a promising concept and I'd like to have understood it more - I got the attack and heal cards, but I didn't know what the shield and lightning cards did. I think adding some animations to them or even some super clear text (e.g. damage numbers) would get their point across.

Solid game - the mechanics were all intuitively explained. You brilliantly broadcasted how the different heroes would interact with different things without a single word of explanation! I immediately felt confident I knew how they would react and could focus on solving the problems, which is the fun part of puzzle games for me. Great job!

Had to whack out 2 sheets of A4 for this one! I really enjoyed piecing their stories together and finding the contradictions. I started it again as I was impressed to see it was all different, it's amazing you managed to create proc gen for it too! I took photos of the evidence but it wasn't necessary in my playthrough.

The writing was very funny, and I thoroughly enjoyed flinging the necromancer off the train. Very good game!

Maybe! I might need a little longer than a week to do everything though...

Thanks so much for all your diagnostics, really appreciate the time you've spent on this.

I think the bug lies in the UI - I ran out of time and didn't add an onscreen prompt to press R to start. While it is in the description, it's very missable, I'll make sure to add control prompts in game next time.

The messages you see are Unity trying to start playing audio in HTML5. The web standards prevent things (ads/malware) from randomly playing audio unless the user is interested in them. Only once you click on an HTML element can that element create an audio player, so Unity tries and tries again until it succeeds. I don't know what the benefit is for repeatedly trying over responding to a focus event or something similar.

Thanks again for checking everything technical for me.

Thank you! I'm sorry to hear that it didn't work for you - I've just checked and they're still working for me, what does it show for you?

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A flighty vampire

Thank you :)

My hardest level yet https://www.carbidefunction.co.uk/while-vampires-sleep?map=jxAAPmMATCkEmFIK8N8zA...

6.68! I tried so hard to get that shortcut, it's just out of reach :P

I enjoyed it - it's a solid tower defence and your two twists were nicely implemented. At the start of the game I saved money so I could react to the director's next plan, it was a nice balancing act. My castle became more and more powerful and by the end of the game I saturated each ring with bomb towers and swarm towers, it'd be good to alter the game somehow so it retains that uniqueness that it has at the start of a run.

I liked reading your plans for the next step of the director too, I'd love to see it in practice and hear of any weird quirks you found while implementing it.

I enjoyed it a lot! The art is cute, it all gelled together very well. I would have liked a bit more feedback on the different attacks, like a cooldown meter on the cannons and maybe a pulse when the MDP attacks (depending on your vision for it). Speeding up the player's movement and the cannon speed would both help the game a bit, which I would prefer as a player. I really liked it though, great job!

A novel concept! I managed to get through with 0 deaths through rapid micromanagement. I liked the minimalism, it was immediately obvious what the doors and the hospitals would do. I think that adding a bit of flourish to the different events would make the game feel even nicer, e.g. making the red cross pulse when it cures an infection, or a small sneeze particle effect when someone infects someone else.

I really enjoyed it! Great job.

I enjoyed the writing, supportive when being sincere and then funny when you make a mistake... I had to make many "mistakes" so I could see them all ;) I ran out of ammo so I was just juking the rest of the time - I was expecting the texting to feed back into the FPS with replenishing ammo or winning the game. All in all, it's a very solid game with well-written texts.

It's difficult to tell which bits you did here, I think adding that to your description would help me offer more useful suggestions. Something that you could fix (even now) would be to match the Itch web player dimensions to the Unity WebGL export dimensions, as I noticed a fair bit of the screen was missing. For my games, I also have to add 42 to the height to cover Unity's bottom bar.

I really liked the tutorial, the voice over was funny. I didn't understand the light flashing mechanic at first, I didn't realise the ghosts would be invisible until flashed. it might be worth casting a cone instead of a ray for the ghosts (or, if you're already doing this, a wider cone). The vacuum didn't seem very reliable, sometimes I felt I was on target and it didn't scoop them. However, it was fun finding the ghosts using the radio ping and chasing them around was entertaining too.

The tech's coming along well. I'd love to see the game you had in mind for this, I can imagine you slowly introducing the player to the different features you've already implemented here, giving them a new instrument or allowing them to alter the BPM to achieve some goal.

Thank you very much! :)

Reach the peak: https://www.carbidefunction.co.uk/while-vampires-sleep?map=P0IAviMAfKcE+M4R8iEEA...

I've done something similar for spacecraft, I solved it by buffering the excess mouse movement and continuing to turn to catch up, even if the player wasn't moving their mouse anymore. I think I copied this from the starfighter controls from Star Wars BF2 (2005).

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Thanks! I wanted to create lots of special elements that would allow jumping between layers, so there would be a couple of explicit stairways and then a lot of greebles and props that could be jumped on. Part of the fun of the game would have been from learning which props could be jumped on and spotting them both in edit mode and challenge mode and using them to set or get the coffin.

I ultimately only managed to do interesting features for diagonal tiles before realising how long that would take me. Here's a map that covers the whole height using the tiles I managed to make in the 7 days: https://www.carbidefunction.co.uk/while-vampires-sleep?map=P0IAviMAfKcE+M4R8iEEA...

I'm glad you enjoyed it! I am always eager to make the start of a game very easy for me so others (who haven't already got 7 days' experience) can play it without issues - I might have gone a bit overzealous this time!

The red squares indicate that I haven't built all the tiles for the game. I didn't model any overhangs for this jam, which I imagine is where you saw the red squares. With more time I'd love to add more tiles, especially interesting ones for archways and vampire-magic-themed floating platforms.

Thanks! Sorry to hear about the issues with the camera, but I'm glad you liked it regardless.

I've been thinking about custom tiles like the ladders and roads for my main level editor asset. I think adding road/river/ladder painting to the level editor would be quite straightforward, just a bit of work. Importing the tile models automatically and interpreting them as tiles with different properties requires a bit more thought though... I've got something planned for roads and paths, but I hadn't considered ladders before.

Thanks for the feedback - I agree, teaching the player the editor in-game would be useful.  Nice level! It's the largest I've seen, I needed to plan my route if I wanted a chance of getting there in time

Interesting idea - After reading the other comments I started getting the hang of it. It'd be good to have some feedback in game, either on mouse up with the candies shaking that block the cut, or making the line update live when you're dragging it turning green or red depending on whether the cut is valid.