Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Joshua Mayberry

19
Posts
3
Followers
A member registered Jul 18, 2023 · View creator page →

Creator of

Recent community posts

For sure! I’ll get that up for you tonight if I can. :)

it was plenty enjoyable.  :) Just short. Well done!

I love what you did with the background!
The music was also cool. What program/VST-plugins did you use to make it?
The castle damage animation was great too.

Not sure if there was a way to upgrade my attack damage or something, so I got overwhelmed pretty quickly.

Lol. I was like "What a nice calm game about making sushi... Aww, I get a friend to help me... O_o Evil sushi!!!!!" (Should have read the description closer. lol)
That was a very fun moment.

Love the character select feature. :)

I thought the attackers could attack from behind the tanks (like the tank protects the attacker.
Won easily just using Tank characters- because I could outlast them.

A good quality-of-life change would be to have the X button by the attack and move button end my turn, or for the turn to end automatically if I had attacked and moved.

Enemy health bars going backwards from mine was a bit unexpected and confused me at first.

I am very interested in seeing your AI script for this.

Very fun! I got a bit worried when I started to get swarmed by enemies, but it turned out ok.
After about 2 minutes, I realized I had to move and find Santa- not just wait out the hoards.
My huge army and I got there in time and were able to take out the boss- but only just barely.

Did you make the sprites yourself? They are great!
Try adding a bit of shading- and you're golden!

The level up system worked well too.

The random names that your helpers get was a very nice touch.
The chat window that says when they die was great too.

Would have liked a helper that I could spawn that would collect coins and stuff for me, or to be able to increase the coin collection radius.

The game got pretty easy as I got more gold. Having the unit cost increase by the Fibonacci sequence would be a good way to balance that.
Eventually, I had more gold than I could spend.

The music and art assets were a nice choice.

Adding a score counter to the top would help with engagement; especially if there was some kind of story that would progress as you ran through the town.
This video was very helpful for me with learning how to do speech bubbles.

:) I'm excited to see what you make next!

Great job! And you got all of this done in only about 8 to 9 hours. :) I am impressed at your time management.

The difficulty was a bit much, but it was easy enough to keep trying again.

In case you are interested, there is a more polished version here: https://kade333.itch.io/airdnd

You still did a great job. :) I liked it a lot.

I really like it! The interface is intuitive and it plays well.

I saw on your submission page you said the art is not very good. I would disagree.
It is unpolished and basic- but it can be quickly improved.
I would HIGHLY recommend doing the pixel art course on the GameDevRockets course. Once you have a good grasp on color theory- your art will look much better.

You have lots of room to grow!

Amazing art! You really have a talent for it.
I got stuck (got the key, opened the chest, and got the potion bottle). But wasn't able to figure out what to do from there.
Regardless- amazing work!

If you are interested in making your own music too, here are some resources I used to learn how. (Learning took a while, but now I can create a full song in about an hour or two).
I learned how to use Reaper to create music by following these videos:
Reaper 101 and Another one (used both to learn the software)
How to write a base, melody, and counter melody
How to use a cord progression throughout a song
Cord Progression Tips
How to isolate frequencies so you can hear the drums, base, melody, etc.

So cute! that was a fun experience.

Looks like you did the art yourself too! Well done. :D
I found this collection of posts very helpful with doing art. This video about color palettes and basically every video from this channel I have also found very helpful.

Not sure you did the music yourself or not- but you might want to look into trying it. I learned how to use Reaper to create music by following these videos:
- Reaper 101 and Another one (used both to learn the software)
- How to write a base, melody, and counter melody
- How to use a cord progression throughout a song
Cord Progression Tips
- How to isolate frequencies so you can hear the drums, base, melody, etc.

5 thousand stars!

Amazing! I especially loved the final level (no spoilers for others).

The art looks like you made it yourself- you did great!
Not sure what other feedback to give. 👏

Great job you two! The art looks especially good!
The concept- being inside the brain of a sinner- is interesting. Wasn't able to get very far though, and I'm curious to see the full vision.

Would be great if this had a windows download, because the WebGL version seems to be a bit laggy. Every time I move things get blurry, so it's hard to move.
Because of that, I had a really hard time with the controls- but I assume it plays very smoothly either for other people or in the Unity Editor.

I recently made a 2d platformer, and this video was very helpful to me. It explains how to make platforming controls like Celeste, Hollow Knight, and Super Meat Boy. It covers things like forces, jump cuts, and coyote time. He has other ones that expand on the mechanics to teach you how to do wall jumps and jump dashes.
Klatsche_300's art looks amazing. They may not need these resources- but if they are interested they can check them out: I found this collection of posts very helpful with doing art. This video about color palettes and basically every video from this channel I have found very helpful. I'm also very interested in using Aarthificial's method for dynamic sprite updating; perhaps they would be interested in exploring that as well.

Your assets look amazing! Would love to know if you made them yourself or which asset pack you used.

The WebGL version did not run very well on my computer- but luckily you included a windows build too! :D

I like how the character "snaps" to one of 4 places instead of being free-roaming. This made it easier to play and learn which position to be in to dodge the obstacles (like the rolling barrels).

Not too sure how this fits the Game Jam theme though...

Regardless, well done.
I would have liked to be able to take a few hits before the restart screen appeared.
One cool thing you could do is allow for more than just A and D to be used for moving left and right. An easy way to do this is to use the built-in Input System package. Here is a video I used to learn how to use it. It allows you abstract away 'which' key to use and allows you to focus on just the code that the action would do. This very long post has been very helpful as well.

:( I get this error when trying the game: `Unable to parse Build/Twist.framework.js.unityweb! The file is corrupt, or compression was misconfigured? (check Content-Encoding HTTP Response Header on web server)`

I had a bunch of issues with WebGL too.
For me, the settings I need to have configured were setting the `Code Optimization` on the build settings page to `shorter build time`, then to click `player settings` and change the `compression format` in the `publisher settings dropdown` to `Gzip`.

I also had to make sure there were NO warnings or errors that appeared in the Unity Debug window during build time- or it would have errors.

Something else that helped me debug the WebGL was to use this prompt in ChatGPT: `Imagine you are a master at the Unity Game Engine and Itch.io. You have used Unity for 20 years. I have some questions for you. Reply with "Ready" if you understand.` (I do that so I can edit the responses it gives to keep the context window short for it; long conversations don't go well) then `I created a build in WebGL. If I play it on itch.io, I get this error: ```[paste error here]``` and here's what the dev tools say: ``` [paste the output of the browser console window here; you can open it by pressing CTRL + SHIFT + C in your web browser]``` It then walked me through different things to check.

Best of luck!

I like the dithering you did on the sprites. Your shark looks especially good.

If you are interested in making tiles that flow well into each other- I would recommend giving this video a watch. Unity also has a really cool feature that it can auto-tile the ground for you; I used this video to learn how to do that.

Another thing that would be cool would be to use a shader to make the water kind of wiggle around a bit. Here's a video I used to learn how to use shader graph.

Great job, and good luck with future development!