Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

JackOatley

515
Posts
13
Topics
301
Followers
55
Following
A member registered Sep 02, 2014 · View creator page →

Creator of

Recent community posts

The mouse cursor was very laggy/slow, made it quite distracting. Having actually selected a building to place the mouse response is fine. So just something about that cursor.

Otherwise nice game, very similar to what I tried and failed to make. Mine was basically the squad combat, with no economy. So I'm glad you made this. :)

Ay I finished it. I did get to the point where I was wondering if it ever ended. So I would say it's a bit long. But I loved the art, lots of detail and things to see. Nice work!

Very cool game. Well polished.

Got stuck on the blue wall level as well, but because I accidentally got blue out before I realised what the walls were actually doing. And you can't restart if character has already left it seems?

Tricky game, but I like the concept. Good work!

I like this kind of game. It's a very slow start, but once you get going it's really quick to pick up new ships and more contracts. It does seem kind of arbitrary having the goal at 50 ships, as it's pretty easy to get your favour over 10 (up to 15 cap?), and there's not really anything to do with most of your ships at that point.

Can't knock it. Really well polished game.

Really cool, I enjoyed this a lot. I beat all 20 levels, they had perfect introduction to mechanics and then left you with enough of a challenge that wasn't overly frustrating. And I love the idea of the box you're in is also the box you're pushing around and how that incorporates the recursion theme, very nice!

I liked the idea. As others' have said the resolution was a bit all over the place, not sure it was intentional though and it's most obvious with the text.

Well I think I messed up a lot of peoples' commute. It was nice, and I had a little laugh just going at 200+ MPH. I really liked the audio when I noticed it.

Managed to get 6065 on my 3rd go. Is the little skyrise the last one or is there something beyond it? I don't recall even though it was 20 seconds ago, but I think I had 2 of those,;1 by trying, and the other by luck as I got a couple of the big houses to play straight up.

Very nice game!

I was dreadful at this, brain stopped functioning. I think it's partly that it's quite fast. But also I struggled to associate the icons. However I know this is a me problem because I had this exact same issue with a memory game thing I was working on recently, my brain overflows at 3 things, haha.

Absolutely beautiful game. Everything spot on, very simple but also rather challenging and great replayability. Awesome work!

Not entirely sure what I experienced, but I liked it. Nice little game where you just go with it and don't worry about it. Good work!

If there was a specific reason you wanted it as part of the jam then I'm happy to allow it with 1 contributor, rather than.... However many that is! Like I say, the main concern is unfair rating tampering. That many contributors also caused an issue with the submission page.

Disqualified. This is a very suspicious submission. Way too big a "team" for what I could see from the game itself, considering rating is submitters and contributors this would be unreasonably unfair on everyone else. Comments filled seemingly by bots.

(1 edit)

Yes, everything you said is absolutely correct!

It's very sensible to already have your page and an early build up. And simply update it as many times as you like until the submission period ends. :)

That being said, we do also take late submissions within reason for the very instance that sometimes unexpected things happen.

The game should be 64x64 (or less), but you can scale this however you like to fill the window/screen.

In GameMaker the easiest way to do this would be to use cameras/viewports or setting the application_surface to a size of 64x64.

I usually have problems when there's controls like this, but for some reason because they're on the mouse it wasn't so bad, haha. There was one bit I thought I messed up because I went too far with the fire guy, but actually he was able to get back and I managed to get to the end. I like the idea. I feel the physics could be a little tighter and faster paced as it took longer to move about than the puzzle was to solve. But still really nice game. *boing*

Really cool game. I found the collisions on everything a little annoying. But otherwise everything was pretty consistent and on point.

Yeah, as long as you can follow the rules of both jams then there's no issue!

Yes as long as you clearly mark/tag it it's fine. Itch already has in place age restriction so you shouldn't have to worry.

Yeah, you can use whatever engine and tools you like.

When it comes to the user being able to change resolution that's fine too. But your game should by default open at 64x64 (or lower). This is the resolution most people will play at in the jam context, so opening up in a higher rez will cost you in the ratings. For something like default splash screens that are higher than 64x64 and can't be avoided, most people will understand this and not hold it against you as long as the game itself adheres to rez restrictions.

I hope this helps answer your question!

Thank you for your comment. Yes, we limited scope in exchange for polishing what we was able to accomplish in the time. We will likely expand on actual game elements going forward with the project.

I really like the concept.

I'm generally not a platformer fan, and when I do play/make platformers I prefer a very rigid/responsive movement. Here the movement is very floaty and I found it hard to do what I was intending to do.

I feel a shallower difficulty curve would help a lot to better introduce the feeling & concepts without too much initial challenge.

Great work! Was the perfect style for a short project we had.

No prizes. It's a difficult thing to be consistent with so we tend away from them, maybe again in the future.

I have now added controls to the game page.

As for the life display, it's very much just the limitations of GB Studio right now. There's no simple way to just arbitrarily show a number other than dialogues. Potentially it could be a graphical bar somewhere, but this would have to be done with multiple sprites/actors and those limits are already pushed by the tileset and large sprites I already use.

The controls are not included because it is essentially a Game Boy game, and in practice they would be obvious, right. Just not on web! But yeah, it's on the page now anyway! I don't even know that J was meant to do anything, either! It's Z, X and Arrows. 0.o

Added controls to descriptions, hope this helps. Apologies as I always forget to add them!

Yeah I thought this too. Especially by another 14 days.... :/

Not even any extra entries, so who was it for?

OK, added, but they are untested.

Ha that's quite a funny game! Nice work!

I could only get to 5 points, lol. Maybe I suck, but it didn't feel very responsive/natural as I had to jump well ahead of the walls.

This game doesn't seem to run properly. It loads to the menu and freezes. There's no errors and it captures page input, it just doesn't do anything. :(

Well polished all-round game!

I would suggest being able to play a bot. Especially in a jam context.

Oh it WAS a trick after all. I just didn't think of moving the box there, almost! :P

With the narrator it kind of reminds me of those scammer trolling videos, haha.

I couldn't do the red ball one (I thought it might be a trick and it was actually the antenna but that didn't work either), so I had to just restart on that one! :(

Yeah I figured, as the WAVs don't have any delay.

I plan on making another GBS game next month. I'll have a think of some SFX I'd need for that and maybe some generic ideas that would be handy in general. I'll reach out to you on Discord about it.

Hey I'm using your SFX in my latest jam game: https://jackoatley.itch.io/borkland. You should definitely do more like this that work out the box with GB Studio as there wasn't many others! I wasn't sure if it was the SFX themselves or GBS but there does seem to be a delay at the start of some of the sounds.

I can't even beat the tutorial!

Although I think I know what was going wrong for me now. You don't get resources from your units off screen! I had a plan but focused on one guy, only to find out my other guys weren't actually producing anything. So to fix that I kinda just zoomed all the way out, but it was halfway into the time at that point, on my 5th attempt, so I tried a spike spam but the guy seems to JUST survive any tactic I use. >.<

I do like the game, it's a good concept. A bit too micro-management focused I think. But good audio and the graphics were funky and consistent.

Good work!

This is a very difficult game! I like the concept but I feel it could be improved with minor changes to control and pacing. Mostly the pacing, if the overload progressed a little slower early on then that'd provide more time to learn the game, or even if this was handled by a some difficulty setting. I like the idea of the handicaps, haha.

Great work!