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jfo-ucdavis

12
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A member registered Nov 22, 2021 · View creator page →

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Good

Thanks for the screenshot! We found out that wall tile had some messed up collision and hopefully fixed it.

(3 edits)

Yeah, we unfortunately didn't get to the second pass of sound effect balancing (for the lootbox and fighting game) until it was too late. That's definitely something we'll fix in the post jam version!

(1 edit)

Incredibly intense and pretty fun matching game. Only real issue is that a small tutorial would be a huge help to players who don't understand the controls. Nonetheless, it had a nice difficulty curve from start to finish, nice music, great art, and a clever concept!


As a notice to anyone else who plays this, here's how it works: You select a tile and are locked to it, then you have to make a pattern of 4 of the same tile connected in any shape (while ensuring you don't make the level impossible by leaving disconnected tiles or anything). When you have a pattern, you have to right click the tiles from closest to the selected tile to farthest (you'll know you're doing this when they get greyed out). After greying out 3 other connected tiles, you'll remove them from the board.

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One of my absolute favorites from this jam, this game takes one unique twist in goes absolutely wild with it. It uses the pause idea in all sorts of different ways, with my favorite aspect being how the sliders influence the game rules (like gravity) in addition to acting as collision. It's crazy this was made in 2 days, this already feels like a full indie game!

(1 edit)

Solid game! Because you have a good amount of time left I'll tell you a bug I found: Pressing the back button after reaching the friend softlocks the level by not respawning the friend (you could fix this by disabling back fairly easily). Nonetheless, it was a nice, brief experience.

(3 edits)

One thing that I was planning to add is some way to know how much max HP the enemies have (as currently its hard to strategize against them until you've played a lot), as well as to properly explain how to use the buffing system. To semi-fix this past the deadline, I'll provide a few hints through itch.io's comment feature:

The stickfigures have 3 HP, swords have 5, and ghosts have 4. The normal ⚠️ boss has 30 HP, while the secret boss has 45.

Also the way that the buff works is it simply increases the damage of you (and your drawing if its alive) by 1 point, with you both normally doing 1 damage (+1 more on a crit).

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Sorry if the difficulty balancing was off, I didn't get to do as much playtesting as I would have hoped. I was originally planning to add some better ways to gauge your damage and what HP enemies have so that it's easier to make a strategy, but I couldn't quite cram it in before the deadline. I published some HP values on the main page (plus how the buffing works, which is basically key to winning the game), in case it might make any difficulty spikes a little more manageable. Apologies!

(4 edits)

Quick tip: The 4th and final level was supposed to  be a sort of boss fight, where you have to delete 5 enemies/projectiles moving towards you. The idea behind it was that you lost your vision after deleting the first, and had to rely purely on audio panning to find the rest. It was added very late and development, and lacking as much playtesting it may have ended up being a spike in difficulty from the limited cue to the player. If you're having trouble with it (you might have to wear headphones), you can "pause buffer" by rapidly clicking esc. This gives you more time to rotate your camera and find the enemies based on audio intensity. Sorry if it caused you any frustration!

I thought I got all of the division by zero errors, but it seems I missed one. I'll push an update, thanks for letting me know!

(3 edits)

Thanks for the feedback, I pushed an update that specifies things with parentheses.

(3 edits)

Thanks for the feedback, and I'm glad you liked the game! Believe it or not, there was a full polynomial integral solver equation in the code, although there is a chance you'll get lucky and just deal with x^0 or x=0 to x=0. I tried to simplify it to an equation so it could easily scale with increasingly complex arguments. In code, it's actually written as

correctAnswer = str( int(floor( argumentOne * (pow(argumentThree, argumentTwo + 1) / (argumentTwo + 1.0) + argumentFour * argumentThree ) )))

Where argument one is the variable coefficient (ex. 4x), argument two is the exponent (ex. x^3), argument three is where the integral ends (as in x=0 to x=argumentThree) and argument four is the constant in the end-game (ex. integral of x + 4).