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joebain

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A member registered Dec 25, 2013 · View creator page →

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I like the challenge, I hope we see plenty of non-violent FPS's! The medic in a war zone idea is particularly great.

I'm making a one-kill game, I want to try to give some weight to the act of killing, and the consequences. It's supposed to be like The Old Man and The Sea but with a deer in the Scottish highlands.

I just posted a windows 32 bit build. Try that out.

I don't think you need to worry about the A key, that doesn't do anything. For barrel rolls use C+Left and Right when you're in the air.

I will have configurable controls in the future, sorry I wasn't able to put them in the demo.

Ah I keep forgetting Itch doesn't have PMs :) Can you email me at hi@joeba.in ?

Ah it is a 64 bit build I think. I didn't think there were 32 bit computers anymore :) I'll see if I can get a 32 bit build together for you though. Thanks for the offer about the mac, I'll PM you.

Oh, glad you got it working! It should support a wide range of controllers, I've tested Xbox 360, PS4 and a random Razer bluetooth one. I didn't think to try with more than one controller plugged in though, it's only single player. But I don't think it will be too hard to add in support down the road.

Thanks for the feedback on the second level. The first one is really supposed to be beginner friendly, but I've had similar feedback that people get a bit turned off by that and by the planet bit at the start.

It's totally kid friendly too! No swearing or anything like that.

Hi Rafi

I have tested it with a wired Xbox 360 controller, I'm surprised it's not working with the wireless one. I will see if I can get my hands on a wireless controller to test though.

Joe

Niiice.

Cool, thanks!

Yeah, the drifting needs some work, and also a bit of a tutorial I think. Thanks for giving it a go!

I'm currently testing a linux build and looking for a tester for a mac build too. So check back soon.

Hi, thanks for the feedback! The game is still a long way from being finished, and there's loads of improvements to make before it's done. The game structure (the level loading) will be pretty different, and there should be much longer sections between loading screens in the future. I'm always tweaking the handling too, so maybe you won't be so frustrated with the final version.

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I've been working on this game for about 2 and a half years now and I'm finally releasing a demo! It's a single player, 3D arcade racer. Kind of a challenge based driving game, like Trackmania, Trials HD or Distance. The style is like a neon Day of the Dead thing, props to Ethan Redd (https://kiddraddical.itch.io/) for that side of things.

Download the demo at https://joebain.itch.io/yucatan

I'd love to get feedback on the demo. The full game will hopefully be out early next year, but it's taken a while to get this far so you never know. Oh, also I'm looking for testers for the mac and linux builds, so hit me up if you want to help me there!

Cheers

Joe

I love the style and the madness of it all. I definitely suck at driving the car though, I couldn't do the container space-way race at all. Even if you don't change the handling it would be great to have some easier places to drive.

I wanna see more of the kid in the garage and the powerups and all that too!

Yucatan community · Created a new topic Demo feedback
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Hi all,

Thanks for playing the Yucatan demo. If you have any feedback, bugs, or other thoughts, you can post them here. Any feedback is welcome!

Cheers,

Joe

Hey, just finished playing. I didn't make it to Grub Heap, I landed in Moth Burrow and the game ended. I really liked the slow progression, and it wasn't boring because there was lots to think about, mainly the map, but also the balloon controls and the sort of "what's all this then" meta story.

I found it really easy to overshoot the 100 metre altitude brackets, I like the idea of some overshoot, but maybe a little less than what it is now. I found the compass / map tool quite fun to play with and liked deciphering the clues to work out which island was which on the map. I wasn't sure how exactly the directions related to the wind streams though, for instance with three points on the compass (left, right, and centre) does the wind stream pass through all of these or just the left and right points? If it passes through the centre then there are some weird v-shaped wind streams, alternately if it doesn't then there was some redundancy with multiple clues featuring the same start and end island.

I really liked the idea as a whole and could see myself really enjoying exploring the islands if they were a bit more developed. The sense of anticipation when you finally land on a new one is great. Picking up on what Zenuel said, perhaps some hook, or rope to pull you in to a designated landing spot when you get close to an island, there was a bit of walking to do when you land. Although more featured landscapes (hills, grass, trees) might help that too.

Thanks a lot :) I'd almost forgotten about this game, I made it such a long time ago now.