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JuliusCube

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A member registered Oct 07, 2019 · View creator page →

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Cool game. I spent way longer playing this than I probably should have. Fun hook.

The visuals could use a lot of work, though. It’s also not really related to the theme.

Don’t let that distract you from how you’ve created a fun addictive little game, though. This is good.

Yeah I noticed the tutorial issue with the first few playtesters, but I decided it wouldn’t be too big an issue since the game is so short, and fairly easy when you figure it out. Thanks, though!

Finally got around to playing this. Not bad yollie. Maybe tone down the hints too much. Also you could’ve entirely just not done that last puzzle and the game would have been ten times better. Also, the start was a bit confusing, I wasn’t a big fan of the keypad. It made me think the entire game was about getting out of that room, when in reality that was the first thing you do in the game.

Interesting interpretation of the loop. Puzzles-wise this was really fun. There were a few strange design choices, though. I thought the parkour up to the top as well as the parkour to get to the last battery were a bit too much. A ramp would’ve worked much better in the parkour up to the top. The parkour to get to the last battery was kind of unnecessary, since you already check if the player can jump before that.

The artwork within the game was lacking, but that wasn’t really the focus of this game, so I wouldn’t call it a very big issue.

Everything else was pretty cool.

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Cool stuff. I like the concept of the shader that you used (im not sure what its called), but I dont think you executed it too well. SFX is top quality. Music is… eh by nitro gen standards no narrative, but most games dont tend to have that anyway. The concept itself is also not the most creative. (-1 pt on creativity just for the name btw) You could probably make use of the fact that it’s specifically a boomerang and not something else a bit more in your enemy/level designs, although the small arc of the boomerang isnt quite big enough to do anything really cool. Roguelike part was… okay. Not your best game (nowhere near mr. line), but still better than the garbagefest that is umblight.

Yeah i know about that bug. I didn’t realize it existed until i did some testing after submission was over. :( Well, glad you liked the game. :)

When you say the camera angle off the ship what do you mean? The ship’s camera is at the same angle as the direction the ship moves in (although the position is a bit offcenter).

Thanks for the feedback, though, I do plan on continuing the game and perhaps publishing it.

Well, you can. That’s kinda what the compass is for, just power it and you will know how the ship is oriented.

As long as I can beat the level the game should be fine, right? (i was barely able to beat the level) It’s a very fun idea, but the first level’s gimmick was a bit too much. I would’ve only had the controls invert once, not every time you land. After I got past the first level it was fine, though. The lack of helpful platforming features (coyote time, etc.) was not the best but the game was fun. Good job.

I liked how the game looks and the audio. However, you lack a sufficient tutorial for me to understand whats going on. I tried to press wasd and arrow keys to see if they worked, and then when i finally decided to click i didnt realise i was meant to launch upwards. Even when I did I felt like it was too finicky and weird. Other than that, pretty cool. I’d take that photo.

Okay I will leave my more detailed feedback here:

This is a good game, very polished. The tutorials are kinda eh and there are lots of bugs with them. It also takes a lot of inspo (i’d say maybe a bit too much) from Inscryption, but it’s a jam game so I dont expect it to be the most original. The actual gameplay itself is a bit boring at the start, but once you get into it it gets fun again. Also, I would like to be able to skip thru the narrator’s speech faster (please, like make it an option or something) so if he’s just yapping I can skip through.

The game doesn’t have enough variety in its gameplay at the start either, as the mechanics lead to the same strategies being used over and over (drawing normal cards, if they cost 0 merge them, if they cost 1 use a light coin and see how much power they have). This changes a bit with the introduction of skills, but this only occurs in the 3rd area and I feel like this couldve been introduced a bit earlier, maybe. It’s also not quite obvious what each skill does, it took me a while to figure out that i could right click on the skills and it will give me a description of it, so maybe pop up the description of a skill as soon as it appears in a fight (the first boss?)

Alright thats it, fun game, looking forward to the steam release!

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alright, nice one as always mr. piggy. fun artstyle, juicy mechanics, had a blast in general playing it.

just one issue, however. i dont like reading (i say this as someone who made a game pretty much entirely about reading), so that wall of text at the start was a bit annoying. what you couldve done instead of the wall of text would be to just have each button used show up somewhere on the screen (like in the corner or smth) and had them disappear as you pressed them, as the player can usually grasp what each button does if they press it. If something is more complex than that (eg. sucking in the souls of the people you murdered) it’s fine to write a sentence on screen as that’s hard to figure out.

The connection to alchemy was also quite weak but ill give that a pass as the theme was difficult.

whatever thats just a very small issue, i don’t want to be too critical, you made a fabulous game as always.

I didn’t exactly think about how the map was similar to Terraria’s when making it, but yeah they’re pretty similar

Thanks!

Thank you! Yeah if this was a longer jam I’d absolutely add something like that.

That wasn’t intentional, but I did want to give a bit of extra leeway to the player for the 100% map coverage. I didn’t have enough time to test it right at the end, and it turned out I was a bit too generous with that. Thanks for your feedback!

Thank you!

Thank you!

Yeah I reused that character a lot, because it’s pretty much as simple as you can get, a circle with eyes looking around.

Yeah 3 hours isn’t a lot of time to work on this so it feels very empty. If I had more time I’d definitely include more things to see (maybe an abandoned underwater base? definitely some sort of plant life though to make it more varied.) I wouldn’t include any sort of threat though as that’s not really my type of game. Thank you anyways!

This was an interesting experience. Nice artstyle, good writing, and an interesting story. It’s not my style of game but was pretty fun anyway. Good job.

I really liked the cute artstyle you used for this game. However, there’s not that much going on here, other than the card matching. I’m also unsure of how this fits the theme, I guess you could say that the cards are unknown before you flip them over?

Whatever, that’s not important, what is important is that it’s a playable game made in 3 hours.

Thank you and you’re welcome!

Thank you! The sound effects and the polish are what I spent most of my 3 hours on, so I’m glad it’s noticeable.

I’d also like to mention that there is a win screen, if you go back to the submarine after exploring everything then you get said win screen. I did write it in some text at the start, but that’s pretty easily missable since it disappears fast and I didn’t make it very clear that you needed to return to the submarine for the win screen.

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To erase parts of the image, I looped through all the pixels that were going to be erased and changed their color to clear with this nested for loop:

for (int x = relativePos.x-7; x <= relativePos.x+7; x++)
{
    for (int y = relativePos.y - 7; y <= relativePos.y + 7; y++)
    {
        erasingTexture.SetPixel(x,y,Color.clear);
    }
}
erasingTexture.Apply();

Here, relativePos is a Vector2Int that stores the position of the player on the render texture, and erasingTexture is the Texture2D that is being erased. It was pretty simple actually, although it’s probably not the fastest way of doing it.

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For the actual inner workings of that map: it was relatively simple. I had 2 raw images on top of each other, 1 being a render texture connected to a camera that views the whole map, and the other being a texture that I erased parts of with a script. I converted the players position from world space to coordinates on that texture, and then erased the pixels in a 7x7 square centered on the player. 

I thought about how I was going to do this for a while in a break I took mid-jam, then outlined in my head the process I was going to take, and I sorta just started programming and it eventually worked. Making that map took up a lot of my time, I'd say around an hour or so. It might be worth noting that I did a whole lot of things to try and maximize my time developing things unique to this game (like I started from a template project I made a while ago that already had a basic main menu scene, and repurposed a bunch of scripts and assets from previous projects) and that definitely helped. However, I don't think I will do that for next jam as in this jam the map was pretty much the only thing I needed to code something entirely new for.

I hope that helped.

alright i understand that, its fine. i did kinda overdo some bits.

Saying that "parallax + camera moving with mouse + camera shake + fast movement" is too much juice is kind of confusing for me. Firstly, parallax and fast movement don't really qualify as juice, and secondly are you telling me to not have a background or not have fast movement? I think what you are talking about is the hitstop, as some other commenters pointed out the hitstop isn't justified and there's way too much. Honestly the amount of juice here is pretty average compared to some of the games i've seen.

should i report this? yes. will i report this? probably not.

We were 2 guys actually, my mate just doesnt have an itch account. He's the one who made the music.

nice one but how tf do you guys coordinate this many people for 48 hours?

What did i just play

This game looks great, except for the fact that my crappy laptop is too slow to run it. How do you guys keep doing this.

👀

great to see a puzzle game that actually requires thought instead of going like "unga bunga me try things" like in so many other jam game. I played through the whole thing. good job.

when i saw a game called "Larry" by a guy called "derpygamer2142" i knew i had struck gold.

no wonder why this has so many ratings...

good one, playing this was fun

This game is one of the most CFHM games i've played.

Of course it has the programmer art (which is actually good its just that how its put together is a bit programmer-art-esque) and is actually very fun despite first impressions.

The concept as well is a creative take on the theme and on deckbuilding.

Gives me serious Wisps vibes. Good job!

Honestly this is one of the most original takes on the apple-snake swap idea ive seen.  Making it an incentive to go near the snakes and chop em in half gets around the problem that most of the apple-snake swap games have. Eg. you arent just always running away from the snake. Good job! better than redline.

Redline you DO know that we can tell your game is an assetflip, right?
anyways, this looks good, and feels good, but just make the controls simpler and make the camera always be behind the arrow. Brain tiny. Took me 3 minutes to do the first one.