Hi, I've been writing some stuff with that feature. You can go to the itch pages for each game, and their devlogs should appear listed below the description
GameDev_byHobby
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I made and publish the first version of this game for the Game-Like Jam (you recreate an old game) for the theme game being Rogue. It has the basics of a typical roguelike. Procedural dungeons, monsters, items, progression and levels, etc. The twist was that you were not adventuring through the dungeon, but were working as a corpse recovery person for a corporation controlling the exploitation of the dungeon's resources. Aside from a few bugs, I'm very proud of the work I was able to produce.
For this jam, I want to continue with it and make it better. Get rid of UI menus when possible and use in game interactions for the parts outside the dungeon. Populate the dungeon rooms with more intricate room layouts and decorations/props, better balance the game as the player quickly gets too OP for early floors, and maybe sink in a bit more into the theme of the game, as it's a bit too generic for now.
I don't have much time between work and studies, so let's see how far I get. Fortunately the month of available time will afford me some pockets of dev time.
Music and sound effects are not made by me, if any composer is interested, DM me
Thank you for playing! And don't worry, I also am seeing other games and feeling shameful of my own game lol. There's always some room for improvement.
As for the font, I don't know why honestly... It only happens on the web build. But as it's themed after a scummy contract, I didn't mind much. I also agree on the other feedback, it mostly came down to being out of time.
Another very cool and creative entry! I have to commit more to my themes! Everything here ties together very well! The minimap was a nice addition as well. Very much needed
Edit: Oh and very good use of a hexagonal grid. It fit the clunky turning of a diving suit and added variation and much needed shape to the land. With squares it wouldn't have been as smooth
Oh my god! I really got frustrated irl lmao. I found 3 coins and I was going to buy an Espresso, but this guy kept telling me about his non-existing dog!!!!! He cornered me into the conference room and had to go around the table 3 times. Each time he was blocking the door lol. Too real, this one. Good job
Hey! Possibly... Do you mean that you had empty slots still? There are some weapons that are two-handed and do not permit to equip on the other hand. There is a bug related to this, that you need to pick up the weapon and put it back down, so that it registers that the two-handed weapon is no longer equipped. I gotta say, inventory system's edge cases are endless. There is always something you didn't plan for, but I think it ended up in a very complete state. One other thing I noticed later is that when the inventory is full, dropped items still disappear, which didn't always happen. It was some bug I introduced late in development...
I have to say, the mechanic is not bad. Although maybe a bit too manual. Also it's not so clear what dice belongs to you at first glance. I would appreciate if the rolling starts right as I push the attack button, then something like an animation that tells me really easily the outcome of the dice and who won. It would also help to have something like an overlay when you take damage, a la CoD, so you know you've been hit.
Nice entry! I got very unlucky at the beginning an lost almost every roll lmao. I had fun. I quite like that the rolling also affects objects, not only enemies, and that the weapon has the available numbers. I didn't find other ones, but the implication being a better weapon gives you better odds. Really cool system
I will add to the other comments, not only a wordle type game, without the limited guesses and hints, but you have to search for the letters. It wasn't until I understood the energy mechanic that I started to be more strategic in my movement. Really interesting take! It could use some music, but great submission overall
Yeah, same feedback as others. The player movement, animation, and sound design are top notch. The little zoom in to pick up items is really smooth. Keep working on the core gameplay, and you have something special. If you like game jams to give you a deadline and ratings, I recommend you choose one that let's you continue projects. There is one on March, if you're interested. But you have to commit to write up some devlogs of your progress.
Thanks! I am really proud of how I got it in the end. The extra time I got by having more than a week to work on the game, I spent fixing bugs and generally having a good time adding new stuff. Some of the decisions I made this time, made it easy and enjoyable to add more mechanics, and many of them naturally evolved from the testing I did and what I thought it was missing. It has many things that could be improved 1000x, but for a Jam project I'm really satisfied!
Glad you enjoyed it!
Yeah, that could solve it. Right now, the gold label at the bottom just flashes a few times and increases in value. I thought of adding a value of earnings in this "session", but I didn't want to overcomplicate the system too much as I had to think on finishing the game loop on time. But a revision on this would be high priority, for sure. A good thing overall is that you could calculate from before going out, the amount of gold you'd get by hovering over the items and summing up their values... I did test it and it is consistent. But yeah, better communication to the player is needed
Nah, it was one of the first combos I tried out lol. In the starting room still. I was also more aware to these issues since the game before I got stuck because of a key action can't be performed with my keyboard... Some differences. etween language and layout that makes it different and impossible for me to advance unfortunately. But for that one I'll try to get it to work so that I can judge it fairly, since it can be considered my fault, not that the game is broken
I appreciate the dialogue box, it's very different to the common rectangle in the bottom. It's also compatible with optional dialogue. Good job! I found the game to be rather difficult, though I liked the movement which allows you to think a bit more about your next move, instead of an instant move on button press. I would caution you to be careful though, because ctrl+w closes windows in the browser lol. The sounds, music and art were also very pleasant. Great entry!
That's weird, it should automatically save your score once you get an end screen (either dying or retiring manually in the "Employee of the Month" tab).
The corpse you retrieve being on top of the monsters is indeed a problem, although you can still attack them. I think the overall enemy movement has some room for improvement.
And yes, whenever you exit the dungeon, any item in your inventory that's not equipped is automatically sold and can be used to buy items in the "Marketplace". It also does go into your final score, as total gold. The total score comes from a variety of sources, like exploring more floors, getting more items and having more gold. You can see them listed separately at the end screen.
Thank you! I solved a lot of issues with the inventory, but they're never ending lol. Glad you liked it! I was able to implement a lot of content thanks to working with separated data and code. I simply create a new item by giving it a few properties, and the rest is handled by the code.
Hope you left your score on the Leaderboard as well ;), you can always come back and try to beat it (after you die or retire)
Good job either way! Jams can be difficult, you'll get it next time. As others said, I got left in a closed room. In another revision you can check for these rooms and delete them or choosing not to spawn the player in them. The dungeon was good, although I would increase visibility or give an item to do it. Also, it felt a bit empty, even getting some enemies and items spawning at random would go a loong way. You can also draw a few different tiles to get some variation in. Keep at it!
Hi! I'm travelling right now and making final tweaks to the game I've been making for the jam, but I didn't check the submission time. I'm really dumb. I though it ended on Sunday.... Is there a way to still submit? I've had the game ready for the last week already, squashing bugs mainly. @HyperGameDev?
I will give you a perfect rating for this one! I wasn't sure at the beginning but it completely blew my mind when I got it. It may not be a revolutionary concept, but it's very well executed! Very cool! It's kinda like that old game where you have to build safe paths for the little guys. A bit old for my time, but I heard of it through talks. And here it was boiled down to two pixel blobs! Well done!
Yeah, I could defeat the first Dark Souls Boss after trying countless times, but I never quite finished the whole game, yet... And you found a way to build a more difficult game lmao. Jokes aside, great concept, but I'm not dextreous enough for it. But I know for sure there are some people out there that would love the challenge! Don't be discouraged, you just found a niche inside a niche inside a niche hehe















