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King_Dreadz

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

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lol, sorry! the servers are just fine I hope!  Thank you for playing glad you liked it:)

I watched your stream clip! Thanks for the honest feed back I’m glad you did enjoy it. Most of the team was new to game jams and as you can see some things didn’t make it in due to scope and some things are extremely elaborated on lol. (The blimp bug is also my favorite) 

I’ll check it out when I get off work the SS looks really neat 

yes when I get home I’ll record it for you np

lol! thanks!

yes! so after playing for a while it looked like the start screen would tear into the game while i was playing. wasnt like really obstructive but it did happen fairly often. i was fullscreen in the web browser (firefox) windows 11 if any of that is relevant for you

i dont know why this was so fun for me. i got up to stage 5 and was just melting through the levels. its a frankensteined monster of genres a rougelike runner style shooter and it works. regardless of the visual tearing and the movement i really did enjoy it a solid 7/10 really cool game good job! (played for around 2-3 hours tbh)

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oh i see, ill go look at that real quick myself thanks for coming back to let me know! (oh yea i see what youre talking about it is hard to read at times)

Well that's definitely appreciated! thank you for playing :D

so if you hover over the buttons there should be tooltips, unless you did and there’s nothing popping up I’d like to know if that’s the case o.o also thank you! Our programmers had time to play test and edit luckily! 

Not to mention the old one was a wreck to work with. I haven’t looked at the newer toolkit yet. Anything crazy different?

the length was good had a few more extra days then my last jam, GBA 11 and that being said I’m grateful for the extra time as we needed to replace members so I had a bottle neck of work that just needed to be hooked up. The new members caught up so fast that im thankful we got to release 

I think that’s where having a GDD and a proper plan of implementation comes into play. For us we built the GDD as we went and towards the end/middle anything that could have been used was and anything that couldn’t fit was scrapped not entirely some things were repurposed but even still I think a better plan is always the more solid route 

understandable I think it’s inherently hard in the time span given. So maintaining something smaller for the next jam is probably something I’m going to vouch for personally lol

This was a really neat concept i really like the game good job!

This jam was personally awesome in the way that i got to meet very good minded and working individuals. we had a few short comings but only in the aspects of scope. very ambitious game for the team but i feel like everyone here loved what they did and i was curious to see how everyone else feels about their performance and to open up discussions about what could have been done differently had we of had a perfect run. For us it'd possibly be a more desired look and polish to the art and some fundamentals like a tutorial of the likes. a few bugs here and there but nothing game breaking to my knowledge... yet.

Fair! and i agree a bit of a tutorial would be nice, there's some tool tips to help convey what there is that's available to do if you were able to see those. Thanks for playing!

Thank you so much for playing! Bzzzzt!

thank you so much for playing! glad you liked it:)

it's like if space invaders but with a modern rouge like twist! Big fan of this keep up the good work!

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.