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jobykic

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A member registered Sep 16, 2022 · View creator page →

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I plan to host another Platformer jam Oct 21 - 27

I will try to add a MacOS or Web before the rating period is over.

Hello Dergus,

  • Enjoyment: The game was very fun. I like how the skill curve is. You keep getting better each time you play it. Then you start to pull off some cool moves you didn't think were possible at the beginning.
  • Aesthetic: I'm not much for the techno vibe, but it still looked good. Cover art was great.
  •  The design was super unique, the increasing difficulty, the shield. The mechanics were really simple but challenging. The hitbox on the purple diamond was a bit broken though. I had jumped straight through it many times and I didn't collect it, so I just kept dying.
  • Platformer: The game wasn't really a "platformer" in the general sense. I found it more to be a sidescroller bullet hell. Meaning there was no challenge in movement, the challenge was in the enemies obstructing movement.

Nice game, hope to see you in the next jam.

Hello Freeve4h,

  • Enjoyment: Overall, the game was challenging, but the controls made the experience less enjoyable. This is probably just me though, because I don't like playing with arrow keys (and my arrow keys a tiny ;) ).
  • Aesthetic: I liked the look of the game, but it was just a bit to clean cut. I would have added some variance in the blocks, like a few different cracks, and maybe different colored platforms.
  • Design: The design had little variance. I totally understand from a programming work aspect, but a little bit of variance in the games mechanics would have made it really pop. Something like a moving platform, or something like a trampoline platform. Maybe the stationary platform could have a blue thruster, moving platforms could have had a red thruster, and trampoline platforms have a green.
  • Platformer: This game was 100% a platformer. The jumping back and forth between platforms. You hold your breath every time you jump. The utter frustration of missing a platform as you watch are of your hard work flash before your eyes.

Nice work Freeve4h, hope to see you in the next one.

I'll try to post more instructions about the game. It is kind of cryptic right now.

thanks for playing though.

Thanks, I really like challenging games.

I haven't yet decided. But definitely plan to. Most likely late Oct sometime.

You can use anything if you follow the guidelines of the assets; you do not have to reference if the asset does not require it

You should look at a walk cycle similar to the animal you are making.

If you are using a windows then windows firewall could be blocking it. Depending on what internet you are using you router could be blocking it.

If the discord app crashes your computer, then use discord in your web browser.

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Yes, I intend to. Also, please use the discord to discuss game assets. It's just easier for me to use than itch's discussion board, and you'll be able to get feedback from others as well.

If you don't have a discord account, it is very worthwhile if you intend to make a full game. You'll also get your own channel in the discord to promote your game if you win.

The grass pattern is nice an erratic. A few suggestions though. As for color I would reduce the saturation, opposing colors with high saturation are hard to look at. Also, grass rarely lays flat on the ground, adding shadow will create the illusion of depth. Also, a highlight on the surface makes it look as if light is coming down. Dirt is also rarely uniform (i.e., a solid color), adding speckles to the dirt obfuscates the uniformity.

Color theory is very complex, and making appealing colors is an entirely separate job. I'd recommend looking at some color palettes. This is the website I use: https://lospec.com/palette-list.

Yes, I also plan on making assets today.

I would use new assets. I checked out Cubin, and the game mechanics were good, but there were no animations. Jams are a great place to try new things. I would like to see everyone try doing something new.

As in your case, I would focus on aesthetics, now that you have a good character controller. I would love to see your game have a character as the player. Pixel art is always a good option, also because Gdevelop has a pixel perfect feature.

"Act Fast!"

This would create difficult levels very quickly and give developers the ability to easily change difficulty by changing the speed of hazards.

Times are updated

Yes, you can test code found or developed before the jam. There would be no real advantage if you could not test code while it is developed, because you might just have to scrap it all and start over anyways.

When I test for my games, I always put them in a separated testing scene specifically dedicated to the function, like "Movement" or "LevelDesign". Just don't create a scene like "Level" and start putting everything into that scene, because at that point you are "making your game".

Platformers are rarely made from scratch (no pun), I am using a character controller from GitHub for example (I can provide a link if you would like). The point of this jam is to take assets and see how you can assimilate them into a finished (or mostly finished) game, with your touch to make it unique.

No, this is my first jam, and I threw up the banner last minute. So, any feedback is greatly appreciated.

Thanks,

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