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howeverice

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A member registered Jan 20, 2022 · View creator page →

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I would add list of controls to the main level if that's possible. at minimum you could put a flat sprite on the wall.

Example [The Binding of Isaac]: 

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I think it could be made clearer that you are the player and not the robot. maybe you could put a billboard sprite over the robot that says "ROBOT" with a down arrow. camera controls are a bit confusing, maybe the player could move differently than robot.


so far I've had a hard time figuring out the mechanics, I think the red kills the player, but not the robot. I'll try to figure out the rest of it if I can.

a core font seem to be missing for the title screen, I would recommend adding an extra font for that missing text. my computer cannot display it.


maybe add a "Share" button at the top area by the "Contact" button. might try to make it look pretty and eye catching, so someone clicks on it

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Enjoyed for a while and somehow I got stuck here (at level 11)


I wish the game maybe started of with more stuff to do, maybe sounds would help. it did get better as I played though.

Here's my score at the end:


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Thanks for the comment! with the hitbox thing, it might be due to running out of gas, maybe missing or not collecting... the player hitbox was meant for hazards and was made thin, so I could see this happening. I haven't seen a gameplay gif so, I really can't tell for certain.

Implementing an extra bit sub-text to the "GAME OVER" screen would likely be helpful (e,g, "GAME OVER" "(ran out of gas)" and "(hit by hazard)").

I'll try your game when I can, like the style from what I'm seeing in the preview.

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Fun game! didn't take too long to figure out.

Highscore (1.8 km)
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I now figured out the speed didn't increase properly, and it feels completely different now that I fixed it (in my working build). I guess that's what happens with badly implemented code.

"They've gone to plaid"

Thanks for the feedback. keeping the game simple is the best thing you can do.

Without using a full engine you kinda work with your own paradigm/limitation more than anything else. I try new frameworks to see what I like, so far stuff like Raylib, LÖVE & Ebitengine seem to be the sweet spot, low overhead of dealing with engine specific problems.

Anyway, looking at the clouds it seems they are scrolling forwards, and background scrolls slowly which may not noticeable when you are moving a lot.

got to 1002,29 and it said "Quit Already!" lol

I was kinda thinking like some missions. maybe like GTA, maybe a bit like Crazy Taxi.

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I think you didn't get what the limitation is (tbh I didn't either at first, lucky my game matched). it's there is no end---speed is the theme (yeah it's confusing ik), I guess you could maybe consider beating your own PBs (personal bests), as a part of that idea.

Overall I love the presentation (great for a 2 day jam). I think this character might be better for some other type of game; surfers don't generally surf on land (lol).

 Took me awhile to figure out the movement but got the hang out it. honestly I don't feel the speed. maybe if I try again it might feel a bit different. 

This was kinda confused about the edge in beginning part

I thought this was a level design choice.

I think it should been one button. forward + dash would makes you dash forward for example.


Anyway here's my time:

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the FAQ mentions this:

(I have code or other assets from other projects I wish to use, are these allowed?)

"[...] anything that wasn't made specifically for this particular jam such as code from other projects or assets from asset packs are allowed, provided you have the legal rights to use them in your project."

so yes it's allowed.

Seems like I was able to do it :D

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I'm basically making this thing from scratch (only ebitengine, except for some pieces of code used in other projects). enemies aren't (fully) implemented and you can't really die except for gas. honestly I shouldn't really just be diving into random genres I don't really have experience in for 48h jams, but I heard there's something for late games though.

Current version screenshot

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I've done LÖVE games before. it usually isn't that hard redistribute files. I would always start that in middle to late in development, that's usually about 65% finished, but that's relative to developer ideals and to do list. I watched the finale video and it seems they over-complicated it. you can just distribute the source file (.love renamed from .zip). I don't know what's the hold up is. someone mentioned no working version was created, but looking the footage it seems (mostly and fairly) finished. since I have no say in the development state it's just my opinion.

NOTE: I am aware do sound a bit blunt here, but it comes from my personal experience. I understand that everyone figures out this stuff at their own pace; I just wish there was a devlog update on the itch.io page or a social media post by Teej.

man this game is so fire

"Loading game..."

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You didn't submit your game properly sadly.

Your page looks like this on the top right
My page looks like this in the same place. note the item highlighted in a red box.



EDIT: nvm you were aware of this fact

https://itch.io/jam/brackeys-14/rate/3837386

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Give it a try see what you think
https://itch.io/jam/brackeys-14/rate/3837386

I forgot to mention that. at the time I didn't internalize I could move or delete it.

I'm stuck here lol

I enjoyed this (ending is really funny). this feels almost Steam game territory, with more than one ending and more items it could work.

Speaking of more items I have a few item suggestions.

  • Pouch - Adds 2 extra slots (only appears once)
  • D20 - Adds an extra die with 20 sides. (appears very rarely)
  • Quarter - If it's heads 2x score, if it's tails then nothing. (activates after the main score is calculated)
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I think it's a bit difficult but, that's just me. I think it's enjoyable. I don't really like getting thrown back to beginning before I've fully figured out the last level. otherwise fairly enjoyable. as of writing this I'm only on level 2.

Usually in a couple minutes.

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I would recommend at least making a web build if you can. but it's not required.

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C++ and raylib (a library for making games)

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I think I've decided to make a new one anyway (within the jam), probably with a bit of copied boilerplate + libraries.

Currently experimenting with an idea (unrelated to this jam) in an engine I'm creating from scratch. would it be okay if I developed it more in practice before the jam starts?

I would wait until after the showreel.

See this post here:
https://itch.io/jam/stop-killing-games-game-jam/topic/5158271/why-cant-i-see-the...

I'd recommend trying SOKOPLAN it's a sokoban (box pusher) game. the puzzles require a lot of thought (as you plan your movements before hand). it's really rewarding when you finish a level afterwards.

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I would add to advice number 1. create a page when the game is started, then create promo material when it's in the middle of development.

Oh yeah and don't forget to make it public.

Such a heartfelt and relatable story (I teared up a bit while reading the dialog). I like the visual style even though it's fairly simple. I think it's the complex scenery and the lighting that does the trick.

I think the music choice was a good fit. great theming fit with the story theme about the limited time with people get to spend.

I added in-game controls in a menu in my current build. It's the default option on the main menu. probably also should add it to the pause screen too and figure out a way to get these into a level, thinking of a dialog that pops up for the first time.

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This is kinda funny the game this was inspired by Super Meat Boy (the 1st one) one of the developers said (heavy paraphrasing) "It's kinda like like tribute Super Mario Bros." (I might edit this reply with proper clip link)

EDIT: I also forgot what is really funny is. I created this around the same time a new Super Meat Boy game came out (Super Meat Boy 3D).

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I did improve some things over time in development of this game.

this grass used to look horrible for example


 
EDIT: for some reason this grass doesn't show up in comments when I post it.
EDIT 2: I would recommend most people drawing pixel art to use something between 64x64 to 80x80. this gives you plenty of space to draw detail.

Good game, short but sweet. has some rhythm to the combat. (was gonna post my score but, I closed the tab by accident and lost it lol)

Planning on doing a QOL  update so this stuff is good to know. maybe including I might include map pack loading and a time attack.