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JackOatley

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A member registered Sep 02, 2014 · View creator page →

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Yep, the guidance hasn't changed. You just need to follow the same rules as itch requires, like marking it correctly and any warnings you can put on the page is always good.

Oh dear. I'll try and replicate that and fix it! Thanks!

Haha that's cool! Yeah I really thought I'd have more time/energy for the content I had in mind. But most of it ended up being crammed in on the last weekend. It shouldn't be too hard to add content though, so I'll attempt an update at some point.

Thanks. I didn't make make the art, only tweaked some I found on OpenGameArt (credits on game page). The mechanic itself is based on an older game of mine called ItsyBitsy, which is more of a chill/just expand the world game.

What do you mean, is this after winning/losing? Winning is just beating the boss on wave 10, and it shows the same screen as losing atm

Nice game. At first I didn't even noticed where the water and fire spawned, after that I could last a little longer! Good concepts, great art and sound!

I was able to play it at the right size by opening the game link directly, but then I couldn't actually place blocks?

Really cool game. For a minute I thought rotate was the RMB, so that confused me a little. It is one of those things you can just experiment on for ages, awesome!

I have released my game! https://jackoatley.itch.io/skyfire
It's not the best execution of what I had in mind, but I'm quite happy with it. I hope it all makes sense and you can enjoy it. Happy to receive feedback!

Surprisingly, it played out quite well.

Only 1 thing annoyed me which I changed on the fly. And that was the movement of your "flagship" was based on a die roll. It still is, just a little more lenient.

Not all the player actions got used, but there is 9 of them and the situation doesn't always allow... But all the bot actions got used. The game had highs and lows, setbacks and recoveries. Was decent.

Gonna clarify and revise some of the table options and the rules and I think I'm good. :)

(2 edits)

For me it usually comes down to simplicity. I don't like things too complicated or tedious. Last similar game I made started with a turn tracker which gave every choice an alternative version, kept forgetting to update it and ultimately slowed everything down, but ofc when I removed it everything had to change. :P At least I started this one without that.

I dunno how well my game's gonna play out yet, haha. But I've drawn a battle map I'm happy with, written out the rules and 9 player action choices. Just the bot action table to do, which will be 6 random actions, and then playtest and most likely..... Change everything!

Sweet! I have an idea. :)

I just saw this jam and it's up my current street. I've been working on a project for a while now that's similar to the solitaire bookgames by Worthington. Obviously, my goal would to create a new game for this jam. I just wonder if that sort of thing falls enough into this jam's purview? Primarily the core concept is 1 random table, 1 choice table and a map.

Sounds design/use is really well done here. As is typical with 3d is low rez, very distant things looks very odd, but graphics are otherwise consistent. Nice game!

I really love this game. It's like a thinking man's match-3. It also kinda reminds me of Onitama. Really great looking game, great music (I think I used this music too in my old game "Minoan"). I think 5s all round, really cool!

Yeah I worked it out, it's basically pool controls, haha. It's also a bit weird that you bounce off the bubbles and it feels like there's little tactic to it other than YEET. I had no idea what the first menu option was, like a shop? The pilinko level is a nice touch though.

It'll be tranquil they said, your days of button mashing and time trails are behind you they said!

I did enjoy it though, sadly it crashed when the time ran out on one of the levels. :(

Love these kind of games, and this one looks and sounds great! I know it's a stretch, but what'd be great is a zoom in/out tool to focus and move around rather than dragging the mouse, even just keyboard inputs to move about would help a lot. (pressing right seems to eat up all my points, debug?)

Really cool game. I got 205 points, and thought I could just keep going but they overwhelmed me. I guess it wasn't to bee.

Really short game, but interesting concept. Took a little while to get used to but after that I was flying. I've also used this art pack before, so that's fun to see! I liked the music too.

Really good game. Everything very well polished. Woof!

The lack of control was really doing me in, I couldn't get past level 1. :(

Is it bad that I tried to dam the river and starve the butterflies?

Nice game, very consistent.

Very nice game. I find it a little fiddly in regards to combat where I have to click my own guns and target the enemy, I feel like they should work automatically. And I think controls for at least panning the camera would have helped me a lot. I do really like the construction, I just wanted to add tracks for days!

Really nice game. Took a little while to adapt to the aiming, which is funny because you start off with the smallest targets. By the time I got to the big ship at the end I realised I could spam fire which was fun!

Ha, thanks. And yeah the single file is because GameBeans includes the source for images and audio as encoded strings. Probably not the best solution size wise but I like the convenience of it, it also means the compiled game can just be run, you don't need to run a webserver to get around browser security even locally which is good for just quickly throwing builds at friends on Discord or something. :)

Yes. You can even set someone as a collaborate on your game page, and this will allow them to also rate games.

Maybe daylight saving shenanigans going on somewhere? I don't keep track of that stuff. But it is set to 12am, and the timer lines up for me. So I'm not sure.

Code snippets are fine. It's no different than using engines, libraries or other tooling.

I host lowrezjam, so I'm sorta thinking in that scale atm (64x64). Not going to be using this for it, but it's good practice.

Wasn't really sure what to make for this. A game UI requires too much thought for me right now, so I'm making GUI elements for general software, primarily an art program or something.

These are really good. Do you draw them by hand first?

Great first asset!

Cool little set of gta1/2 style vehicles. Nice work!

Really nice little tileset. Very clean and nice selection of items.

The shading looks fine, good job!

Cool stuff! The shading (I'm no expert either btw) is good but seems inconsistent, like the light is coming from different places for each tree, at least on the trunks. That's a nitpick at best though, haha. I like the addition of leafless versions.

I like the texturing and shadows on the wooden items. Though everything else is very green! But I understand you couldn't finish it in time. Good work!

Yip, I'm keeping an eye on it this time