me again, decided try improve on my 45s level 2 record.
managed to get it down to 38s
jacobsmith3204
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interesting little puzzle game, with pretty cool visuals.
a couple of concerns though, the main one being, that sometimes my guy will decide to jump off the map (second level), I'm not sure why.
placing down paper feels a bit unresponsive/sticky, leading to miss-clicks.
a level tracker status bar thing could be good to help you keep track of how far you have left, so you can predict roughly how many bits of paper you'll need. as I found myself running out the first time as I didn't notice the paper icons top left.
well done for making all this in 2 days.
the ideas basicly a 2d fighting game like the earlier street fighter and mortal combat. But anime inspired. With the ability to teleport to positions around the enemies to close the distance without having to shuffle around trying to stay in range of the enemies.
At this point in time all I've really done is some concept art to try get a style down and some characters to chose from. As well as a stylised skybox
I have yet to open unity and will be jumping off soon so if you want to get started feel free to create a project and I'll jump in later
yea sorry about that i sort of over scoped... this is about half the stuff i wanted, the proper levels got designed and made maybe 24 hours before the deadline so the last stretch was just getting them implemented and setup with the ai and stuff, as well as bug fixes and stuff.
the jittering was the low resolution combined with a smoother camera setup tracking the player. I'm yet to perfect a more stable approach but it makes the camera not feel like its attached to the player, so i kept it in.
there was also a problem with the navmesh interfering with the raycasting causing the ai to not notice you.
yea the worlds alligned to that direction so i made it so the player moves alligned to that direction. if one was to play with a controller i could see how that might be annoying but for the most part i thought it was fine. i guess thats one of the things you need playtesters for.
ai isnt quite how i would like, sometimes there are issues with the raycasting hitting something before the player (i believe that issue is tied to the navMesh, so theres not much i can do about that without spending quite a bit of time on it) as well as i wanted to time the routes so that there is always a guard looking where the player had to move(turning it more into a puzzle game) , but that was something that had to be dropped due to time restraints. ranged weapons would have made it more difficult to just run through, and i wanted to add a key and lock system making it so you had to destract guards in order steal the key and get passed.
the e next to the guard thing allows you to steal their purse to gain extra coins (click and drag it a certain distance away from its starting point (i never stated that anywhere, so sorry for that), and i didnt add a fail safe for when they walk away or a button to cancel it or anything.
this games probably not even half finished(even if the art looks great), sort of rushed to publish it by the deadline, but thanks for playing and leaving your thoughts.
ok here is the link to my game https://jacobsmith3204.itch.io/stealth-game
so i was wondering presentation wise if i could show a 96*96 screen on a screen within the game?
sort of wondering if i could get away with having "arcade cabnets" and rendering the actual games onto their screens. since the actual games are still within the resolution i was wondering if that would be acceptable.
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner/ bullet hell/ rhythm game
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner/ bullet hell/ rhythm game
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner
https://jacobsmith3204.itch.io/shortwave-shakedown its an endless runner
https://jacobsmith3204.itch.io/shortwave-shakedown heres a fun endless runner
reminds me of a game i made on scratch https://scratch.mit.edu/projects/130454445
i had an idea of the ememy cars having items that they could drop, the items would be linked to the songs like a mario cart powerup sort of thing. though your idea is also pretty cool.
sorry about the camera. i think the other programmer was overriding the changes to the scene to try keep his stuff. ill pollish it a bit more today. and get a better version out soon.
thanks, i spent maybe a full day doing all the art and camera effects.
the idea of the gameplay was to do actions on the beat, and obvously with a 48hr game-jam, we didnt have enough time to itterate on the players different abillities (they switch once per song, theres 3 if you were wondering). one of them was a dash based on the direction you are trying to move which is my best guess at what you mean by slughish/unresponsive controls. (player abilities were done last minute maybe an hour or two before the deadline)
cars can also damage you slightly, but its not that noticable.