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King_Dreadz

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A member registered Sep 06, 2023 · View creator page →

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Hi there! I am one of the artists for Walter and we used a strawberry milk pallet from lospec. We did think that the shader would be a good touch some of it is readable some of it I found wasn’t. So we ended up grayscaling the images and going with the shader approach. I do have the originals if you’d like to see those I could put them in the gb jam discord. The level design it was my very first project for levels period! Lol you’re not alone there are others who didn’t like the blind jumps and it’s something I’ll be working on post game jam. Thank you for your response!

I believe it’s because the collisions on the player touch the ground layer the actual constraints on the player and level aren’t touching at that point but they’re still interacting at some capacity. And thank you! We really appreciate the feed back!

yes, the movement to jump is a bug and interestingly enough so is the wall climb and that’s my fault I added the level in using super tiled to unity and built it in just 2 layers one being the background and then the level in the foreground. The jump code was applied to the ground layer in unity and I labeled the whole level as ground so the colliders were all ground therefore giving wall jump as bob ross would say a happy little accident. And thank you sm for your extended review ! 

and that’s ok! I’m glad you enjoyed it and gave us a rating!

yes it actually is a bug, and thank you for your very detailed review. It is our first game jam or for some of us it is. And the coders both work, volunteer and go to school it was very time consuming on them but they did a very good job considering their time. 

Good feedback, yes there are some overlooked and rushed elements for the team it was a very good first try as most of us do not have previous experiences in game development. I can atleast speak on the level development as that was my part. For the wall climb it’s a mixture of faults. The jump function is relative to the ground layer. When I made the level I posted it in the ground layer there for everything is technically ground therefore the collisions were climbable. I also thought that leaps of faith were a neat idea because you’d have to trust that there was something there missing the jump might lead to a reset but atleast you’d learn and possibly have fun with the gap in information. I’ll make notes on that and make sure the updated levels post jam are more readable. 

actually that’s very strange. The movement isn’t supposed to be jump to move. It’s something that worked in client but when ported it didn’t translate. That’s actually really good feedback though. I appreciate it and I’m going to relay it to the team for the post jam updates. 

I know when I’ve played/tested it was implemented by default so you’re saying it’s not already available to you?

really nice interpretation of the rules and original gameplay. The touch controls are a nice “touch” brilliant example of multipurpose mechanics and a simple but enjoyable platformer well done. 

actually really cool concept. I like actually everything. And I wasn’t really planning on rating or commenting on anything mostly because the jam was soooo taxing for myself and our submission. In just 10 days you guys have a working prototype and an original idea. Well done! 

hi I’m also a pixel artist, however new to the scene I do have some pieces of art I can share. I also have a vivid imagination for some writing prompts as well I also dabble in writing a bit nothing formal of course. If you’re interested let me know it would be a pleasure to speak with you and your team if selected.