Aw come on I know the guy who made this one, what do you mean I can't rate... oh that makes sense actually.
Anyway, nice jam game. Controls were a bit of an issue (hard to control where the cows go but I guess that's part of the point).
HalfTangible
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So this one made it to Day 3, but it was my Day 1: Keep The Light Alive.
It's a top-down 2D shooter about controlling light in the darkness as you evade/fight giant centipede monsters. Please take a look at it.
I've actually been considering doing KTLA in full as its own game; when I passed it along I thought all it really needed was art, sound and decent level design. Though I will feel a little sad that I can't use purab's character design for the MC, I might try to ape it through my attempts at sprite art, and I might replace my medieval dungeon/torches idea with stars on a starscape. That or work with purab to finish the thing with his own art ideas... but probably not cuz I don't think itch has a messaging system.
But for the rest, somebody actually posted a follow-up Jam for this where you take games that didn't make it to the end and finish them up: https://itch.io/jam/games-we-passed-jam
Congrats to everybody
So, my first day project was Keep The Light Alive, and it's an idea I've had bouncing around in my head for a long time (it actually started out as a JRPG concept if you can believe it). You were in a dark environment, and you would navigate by light created by your character. When you lost energy, the light would fade, making it harder to navigate as well as to see potential enemies in the dark. There would be occasional light sources that you could drain, regaining your energy while putting out light sources, and you could fire little blasts of energy that would briefly light up the area they were traveling through. I also wanted a secondary attack that would do enormous damage but would cost a lot of energy and only light up the area momentarily (BEEG LAZOR).
I focused a little too much on making the player controller work (wall jumping in particular was a pain in the ass and didn't really add anything without more walls to jump off) but I did manage to get a full gameplay loop into the game, complete with death screen. (In retrospect I probably should've focused on making an exit since I wanted the player to navigate the dark, rather than enemies that could kill you). Also by the end of it I started to secretly hope that the next dev would turn it into a top-down shooter instead, because having it as a 2D platformer/shooter felt very disjointed. (which Day 3 did do and also made the character that is now my avatar, *she's so adorable LOOK AT HER LITTLE LIGHTBULB*
I skipped day 2 because I was exhausted by the above. For Day 3 I took Fantasy Game and added some exploration elements. I programmed in a PointsOfInterest code that would automatically track when you found an interesting area and how many of them there were. I added some ruins, a graveyard, a separate tomb from the others, a group of fairies wandering the blue grass area, and made the endpoint indicator a wizard tower. The problem was that I used a few Asset Store packets to make them and they were MASSIVE files that I didn't bother cleaning out before I tried to upload the things. Woops.
I also wanted to add a fairy at the very start of the game that would draw the players towards their grove (from which you could see the end goal tower in the distance as well as the ruins I'd added) but I couldn't get the code to work properly. The fairy would stop partway to the grove and I could never figure out why, though I think it has to do with how I handled their home location.
I'm a bit disappointed my Day 1 didn't make it to the end, but I was able to get a LOT done and figure out a lot about how game creation works from this jam (triggers, for example. And wall jumps!). So, thanks a lot everybody, and congrats to those who made it all the way! ^_^
RIP to Keep The Light Alive (Day 1-3)
Partly because it was my Day 1 but also because holy s#@$ the character designs that Day 3 added are so cool and creative, I love them. Look at lightcat (no I don't know why the game's files call her lightcat), she has an insectoid crown thing that's shaped like a heart and she has a light bulb growing out of her forehead AND A RACCOON MASK KYA SHE'S SO ADORABLE
I made Keep The Light Alive (which eventually became Giant Centipede) on day 1 because the idea has been floating around in my head in various forms for a long time. I will not say anything more about it in case it gets picked up because I want to avoid the communication rule.
I picked up Fantasy World for day 3 because I thought it would be easy to expand upon and could lead to some interesting stuff.
I skipped Day 4 because I had to take my near-blind mother to visit my cousin and look at their new house. And I skipped Day 2 because I'd exhausted myself on Day 1.
Yeah... doing all that I did in one day was very rewarding (I have one hell of a character controller now and learned a lot of coding to get my project together) but I ended up exhausting myself on day 1. I went from 5pm(ish) to 3am on day 1 and then when I woke up I worked without eating until like 3pm again. I wanted to do days 1 and 2 just as a first time test but I only had the energy for one.
I've never felt like an old man in my life before. xD
https://itch.io/jam/day-1/rate/2188463
2D platformer where you shoot lasers and drain light to glow and navigate.
I hope it's to the liking of whoever picks it up.