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jon11888

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A member registered Nov 12, 2019 · View creator page →

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hey, no problem, I asked for feedback and you delivered. If I had used my time more efficiently I might have been able to catch and fix some of the things you mentioned, but then learning to budget my time is what I'm hoping to get better at by participating in trijam.

I just tried out your game and thought it was pretty cool. After a few tries 24 seconds was the best time I could get.

This is one of the more polished tri-jam games I've seen. Good work.

I know it's a bit late, but I just got around to trying out some of the entries for this jam, and this one is really charming and funny. Great work!

If I can figure out how to make that work, it's certainly worth a shot. Beyond just adding a combo system I'd probably want to make the game way more polished and user friendly before trying to release a mobile version.

Fair. I'll keep that in mind if I end up tinkering with the game after the jam.

Thanks for making a game for the jam!

I'm thinking I should have a title screen that spells things out more clearly. It was on my to-do list, but such are the limitations of a game jam.

Not loading for you? I suppose I should have included a downloadable option as a backup.

Could you elaborate on that? Do you mean you'd prefer there were fewer dice on screen?

The opening and outro bits were pretty funny. 

For a jam with more time or if I was working with a team I might use a fancier option, or make custom art. As a placeholder, or when time is a major limitation, having something quick and easy to work with is really great.

on the one hand, it was frustrating having such a small number of turns to work with, but then that also made it easy to restart and try again. 

Your own game was really cool. One of the best I've tried so far.

Which ones have you been considering?

I see you're a fellow kenny 1bit appreciator.

Very cool. Couldn't end my turn once or twice, but I reset the game and had no problems after that.

Why is this your last unity game? Moving to a different engine, or taking a break from game dev? 

Doesn't load as far as I can tell.

I got a "Failed to load mono" error.

Is it possible to win without using the center-left one?

Having the player get launched into the sky wouldn't be the worst outcome so long as they have some amount of air control.

I really liked the art style.

The die seemed really slippery like it was on ice. It seemed like it's movement treated it as a sphere, rather than a 20 sided die in how it interacted with the world. Maybe having a bumpy movement from that wouldn't work though. 

It felt a bit like the two rightmost research trees were a bit of a trap, as only the two on the left helped with completing the game. Maybe I missed something though. Very cool concept.

One of my friends had the same problem, and suggested having Q and E as an alternative set of controls, but by that point it was too late to implement that change. It works fine on my end, so I have no idea what's causing the issue.

I'm using a really old pc, so it's more likely a problem on my end. It's a constant struggle to find time for game development, I lucked out by having a few extra days off that lined up with this jam. Looking forward to seeing what you come up with in next year's jam.

My initial strategy of rolling a bucket of d4s was working great, right up until it crashed the game. Then I had to resort to the more reasonable approach of a balanced mix of various dice. The visual similarity to Tabletop Simulator had me using the wrong controls a couple times. 

It crashed when I died, but I made it to wave 8. For taking a year long break, I think this turned out fine. Try to practice a bit more before next year's jam, right?

This is the first one I've played that used the full set of 7 dice. Very cool!

I was hoping to get touching dice of the same number to break in a chain, or add a combo system, but better that I settled for the simplest version within the time frame allowed than getting halfway to something more ambitious.

I couldn't quite keep up with the speed of requests, but I did really enjoy some of the random events that showed up. I was about one click away from releasing a zombie apocalypse before I double checked that note.

I may go back to it after the jam and see what I can do to improve it. I think I'm a few jams worth of practice away from making a game I would feel OK charging money for though.

Very cool. Have never before felt such fear from a pixelated low poly skeleton before.

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I'll release a version after the jam ends that works in html5. Took me longer to fix bugs and get it working outside of just exe than it took to make it in the first place.

Here's the html5 version: https://jon11888.itch.io/you-are-a-cultist

No problem! I'll let you know if I end up using it in any future jams.

This seems to be the only thing you've shared online, do you have any plans of working on future projects on itch.io?

I ended up using this for a game jam, (the jam: https://itch.io/jam/mini-jam-110-sacrifice ) (my game: https://jon11888.itch.io/cultist-of-doom

I feel like I didn't use the tiles to their full potential because of the time limits, but if I use it in any future games I'll try to set aside time to make maps closer to the quality of the example images you made. 

Thanks for making and sharing this!

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The art wasn't mine, as I used a free asset pack for most of it.  ( https://scut.itch.io/7drl-tileset-2018 , check it out, it's quite cool.) 

For the bodies, they were set to face towards the players hand, and move towards it at high speed while in contact with said hand, unless the player right clicked, in which case the speed would stay the same, but the direction would change to that of the gun at the time they were thrown. I tried a few ways of making them less likely to get escape velocity while the player moved, with the most promising idea being to just reduce the players movement speed to one that makes it happen less often, with shift to sprint bringing back the original speed. I could have just replaced it all with a simpler throwing mechanic, but there was something charming about the bodies orbiting the hand rapidly before getting launched away. Making it a bit less sensitive, or finding a way to keep them in hand while moving quickly would have been cool if I'd managed my time a bit better. 

I like how the music gets slower and more unsettling over time, that sold the tone quite well.

 Movement felt a bit slippery, like walking on ice rather than grass. Also, I was able to get a score of 200.01 by throwing almost everyone into the cash box (to keep them from wandering carelessly into the sacrifice zone) and waiting around. Tried throwing one kid in at the end, but the demons walked away with em. 

I ended up spending the last few hours trying to get it to work in html5 (without success) rather than polishing things up a bit. I'll see if I can manage fullscreen or scaling on my next project though.

not using windows, or some other issue?