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Zoltan Kosina

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A member registered Nov 02, 2018 · View creator page →

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Sure thing. If you would credit the assets you used, I could look into it, and maybe even give you further advices on how to use them.

But even if you decide to not continue this one, finishing a playable game for a jam, and implementing all the requirements is already a great achievement. And if you had fun during the development, and learned something along the way, I think that already worth it. I'm a game jam addict, my page is full with games made in less than a month, because that's what makes me tick. But if you have the will to keep going, and continue working on one game, I truly hold that in the highest regard, and I'd happy to help you out with some tips and tricks along the way.

If you found my game and decided to give it a chance even though you weren't even aware of the jam, that already means a lot to me. Thanks to the positive feedbacks I'm planning to continue the development even after the jam, so if you are interested in the future of this game, stick around, and let me know what else would you expect from it. I'll try to add everything my players would like to see.

I'm glad you enjoyed the game. The music was called out by others as well, and I was already planning to add some dynamic aspects to it. Though first I need to find some tracks that fits the game, or a musician that is willing to participate. Thanks for playing.

Wow! This was just wow! I loved every aspect of this game. It's incredible you could make this in such a short amount of time. The only oddity I noticed is that I could see through the gaps between wall elements. But that's basically it. Maybe on the long run you might want to replace the enemies with some juicy 3d contraptions. 'Cause you're gonna continue to develop this... right?

PS. Nice choice of music. I also loved DeusLower's Fantasy Medieval Mystery Ambient, and used it in one of my games. Though it's not mandatory, giving credit for assets is always nice. Let's share some love!

Oh, maan, looking at the cover image I wanted this game to be so much more than what it ended up being. The textures, the weapon... I expected some grunge retro vibes, some rock and roll bullet hell. I was so sad when after just a minute I saw the victory message. Still, this is a decent game, it just doesn't live up to my unrealisticly high expectations based on just a single screenshot of the game.

To avoid players wasting time on empty buildings I added the guide after the deadline. Definitely planning to further highlight the actual targets to ensure players will do what they are meant to be doing, if they miss the whole defragmentation lore.

As for the balance, there is definitely room for improvement. Randomization is hard to nail in a short amount of time, and I spent so many days on the basic mechanics of the game, that all the additional enemy types and features like red doors were just rushed in near the end.

Thanks for playing anyways, I hope you still had some fun defragmenting this nasty partition.

Really nice game. Felt a bit dark in the beginning, but once I realized that the flashlight can be controlled via mouse, it was a cool addition to the whole exploration. I also experienced some bugs others have already listed. For me, interestingly enough, the most confusing one was the outlines clipping through walls. But I managed to live with them. The enemies felt a bit out of place. All the wall textures and other UI elements were more or less consistent, but from the enemies I would have expected the same, low-poly PS1 look. Audio was fine, nothing extra, maybe some sound effects from the monster would have been good. Some ambience while they were closing in, and some other during battle. In the end, it had some parts that I really enjoyed, but the visual and gameplay issues sadly often damaged my experience.

Thank you for playing! I'm glad that I spent the time to refine the look, less so that I didn't spend the time to ensure there won't be game breaking bugs. Good thing that you didn't miss much, just a simple victory message.

Thank you very much! I'm glad you enjoyed it. :)

Nice little game. I like the theme and the creative ways to move around and manage resources. The graphics could be better in some places and some aspects were a bit counter intuitive for me, but I liked it in the end.

This is an audio-visual delicacy, and inarguably one of the most creative entries I seen so far. The implementation of the ideas and communicating the key aspects of the game towards the player was a difficult task, and even though the narrator and the poiting arrows helped a lot, I agree with the other commenters that there is still plenty of room for improvement. Actually, without the comments, I would end up giving up way too early.

Anyway, bold ideas and a willingness to innovate is always admirable, especially if it's done in a visually appealing way, so, well done.

Thank you for playing! Glad that I cut down the number of buildings to clear from 8 to 4, but I sure should have started to implement a boss a little bit earlier to weed out any game breaking bugs.

That is indeed unfortunate. Maybe it spawned in the wall, or something similar. Good thing that you didn't experience any major issues until then. The shooting is already improved in the post jam version.

Thank you very much. I was hoping that using CPU instead of health will make sense for someone and I'm glad it did.

Thank you for playing. The shooting felt odd for me too, and I already fixed that in the after jam version. Now, you can shoot even during movement, not just when you arrive at a tile. The other option would be I guess to buffer it the same way as turning. I'll keep experimenting with it and will see which version feels better. And I will need to add a visual feedback on the cooldown as well. I also managed to work around the thin lines between blocks that appear every now and then, but on the long run I think I will need to switch to a system that better fits the structure of my game world.

This time I didn't spend the usual amount of time to find the perfectly fitting music and it shows. But I will be on the look, and if I stumble upon something better, I will add it for sure. Otherwise I will need to team up with someone who is an expert of the synthwave genre We'll see.

YouTube flagged my gameplay video saying it has copyrighted music. You claimed you used external audio. Could you update the description page of your game and add the proper credits both for audio and art just to be sure?

Wow, what a ride! The fine selection of music immediately drawn me in. The opening screen and the wall textures were also top notch. So much so, that the enemies and other graphics of the game fell behind them a bit, making the whole experience a mixed bag. The slot machine mechanics were exciting first, but then I quickly realized they don't have as much impact as I expected, especially the world slot, which ended up purely cosmetic as far as I can tell. The movement quickly started to become painful due to its slowness and key spamming nature. The dungeons were a bit boring, and very empty, which made the slow movement even worse. And the battle was a mindless smashing of buttons until the limitation modifiers kicked in. Those added some extra depth at first, but then limited the rational choices even more. At one point I was so confused about it that I though there is a quick time event aspect of it, and tried to press my button at the right moment, but then realized what's going on. The floating exit icon also confused me at first, I didn't expect it to be the actual exit. And in the hub level, first I thought the minimap is bugged, because it doesn't show the actual layout of the level, and actually got halfway through the game when I realized the whole game is following a mini maze structure which I need to go through to reach the end. I almost decided to stop before that, because every element of the game was repeating, but I'm glad I didn't leave yet. The shop also become pointless pretty quickly and soon I ended up consuming health potions just to leave room for the super imba passive buffs I had, while the enemies stayed at their starting strength. Anyway, overall, I had fun, and once I saw the chance to reach a definitive end of it, I was eager to reach it. 

PS.: I just found the setting for continuous movement. That should be the default for sure!

Here is my gamplay video: 

I really liked the setting and original take on the dungeon crawler genre. What was strange to me is that the whole game ended up as chill experience for me, even though I was doing high stakes heists. Still, I really enjoyed it. Well done.

Thank you very much!

Glad that you gave it another try and liked most of it. The points you mentioned I'm already planning to improve. I also felt it being unfair that sometimes the only thing you can do when the elevator stops is spray and pray. I will either update the layout to avoid this or add a push action, so you can at least have an option to escape. I'm also planning to add saving and auto-saving so you don't have to repeat the whole arriving at the city intro sequence.

Yeah, that's what I thought. Basically, the texture of the touching sides of each block is bleeding into the edge of not touching sides. I'll have to take a deep look in that issue, because this is not my first Godot game I experience it and I don't really know how to properly fix it. We'll see.

Thank you for playing. I have added some Hints and tips to the game description to guide the players on which buildings they need to clean up, but yes, after the jam, I'm planning to add further highlighting. Maybe I'll also add settings to reconfigure the controls and avoid the misclicks you mentioned.

What do you mean by tearings and leaks? You mean the shimmering due to the disabled anti-aliasing? Or something that impacts the gameplay?

I'm playing with the idea of releasing it, with some voice over narration to deepen the lore, and some extra cosmetics in the environment, like a setting digital sun and some wireframe mountains in the background, some stuff to use as cover on the streets. And of course with more enemies, weapons, puzzles, and the earlier mentioned upgrade system, making it more RPG-ish. Maybe even switch from real time to turn based. Do you think anyone would be interested in a game like this?

This is a very nice game. The whole space station environment gave me the urge to make a similar game in the future with all the dedicated quarters of the crew and some well placed windows. The terminal interaction is awesome. Would have been nice to further explore that aspect of the game.

The only thing I was missing, that nobody mentioned yet, is a well positioned camera. As mentioned in the jam description, it's better to position the camera a little to the back, so the players can see at least half of the floor they stands on. Otherwise everything was smooth and enjoyable.

Here's my gameplay video: 

Thanks for playing! It seems like I could highlight the target buildings a little bit better. I will add some hints and tips for future players.

This is indeed the cutest entry I played. Visuals are top, though sometimes the map feels a bit empty. The sounds are fine, nothing special, but it fits the game well. The gameplay itself feels a bit like work for me. The dialogues are nice to have, but they quickly become repetitive and then there is not a lot left to keep me engaged. Bringing the correct tea to the correct monster is just not satisfying enough on its own, and I don't feel like I have a real impact on the rest of the game, even if somehow I do, that I couldn't really figure out. I played a few rounds, beaten a few waves, but couldn't win it.

Overall it's a solid entry, it has everything that it needs. 

Here is my gameplay video: 

Yes, I definitely triggered the bug with the teleporter. Maybe I'll give it another try once I played all the entries. But that will definitely take a while. :D

This is a massive game. I played it for 40 minutes straight and still haven't finished it. Found Mira, and the boyfriend, but then got stuck at some point. The world is beautiful and very detailed, the characters could look better though to match the quality of the environment. The music and sounds are perfect, no notes. The whole game is pretty creative, the vertical movements, the item based puzzles, all the different little things stuffed in the game makes it look like a complete release intead of a jam game made in a few days.

The horizontal movement, the cooldown system, and the battle felt somewhat unpolished though, sometimes even annoying. I often ended up making moves that I didn't want to, and smashed the buttons helplessly during battle to avoid enemy attacks.

Overall, I really liked it. Top stuff. Without the bug, I would have surely play it through, but after it, I couldn't start it over, I already spent a lot more time on this entry than I was planning. 

Here's my gameplay video: 

That's strange. All the players so far have found the 4 buildings that had the enemies in it., and I can't reproduce this issue either. Did you check the broken buildings too? Or only those that looked undamaged?

Thanks for playing. I'm glad you liked it. Originally I planned 8 buildings to clean up, but as you mentioned, it started to become very repetative, so went for 4 in the end. 3 types of enemies and 2 building layouts is indeed feels not enough. I wanted to add more, and even more weapons, maybe upgrades. But even the boss I added in the last hour, so this is the max I could do before the deadline. Still, it was fun, I learned a lot, and next year I will be even better.

Thanks a lot for playing. Added a few fixes now, and added a compass too for better navigation.

Thanks for playing. The new version is out now: 3 enemies, 2 weapons, locked doors, difficulty refinements.

Hey, this asset pack really clicked for me, so I took it and ran with it. 

  • Added two more characters with faces.
  • Removed the mask from the third one.
  • Added animated minis and animated faces for all five characters.
  • Added dollar icons and 28 card icons (by reworking other asset packs)
  • Added two maps.
  • Added a game over screen.

All for that for creating a funny little western game without guns. :D

Check it out, and let me know what you think: https://kosinaz.itch.io/dad-or-alive

Thanks for checking back. I planning to make something very similar in the not too far future. I'll let you know once it's available.

I'll try to squeeze in a chill zone matching the music in the next hour, let's see if it works out. :)

As promised, the Post jam version is now available with a significant amount of brand new features:

  • 4 types of enemies: rats, spiders, bats, cyclopses
  • 26 different sound effects: steps, hits, chirps, squeaks, grunts, and victorious fanfares
  • Music
  • Updated map layout
  • A flickering torch, flashy visual effects, updated switch and door animations
  • Minimap

Post jam version is now available with a significant amount of brand new features:

  • 4 types of enemies: rats, spiders, bats, cyclopses
  • 26 different sound effects: steps, hits, chirps, squeaks, grunts, and victorious fanfares
  • Music
  • Updated map layout
  • A flickering torch, flashy visual effects, updated switch and door animations
  • Minimap

Hey, thanks! I'm a big fan of the 90's classics, so I guess it shows. I was planning to add enemies too, since the asset pack had some fun ones, but didn't have the time for it. 

Initially I have added torchlight, but the second viewport started to glitch because of it, so I had to remove it. 

I wanted to add a minimap too.

I also played with the idea to add some Sokoban mechanics. The crates in the storage room would have been suitable for it.

But in the end, I had only 48 hours, and and in reality even less, so instead I focused on creating something stable.

Good news: I'm actively working on the post-jam version. I have already added the following:

- music

- footsteps, flying, door opening, gate opening, and potion pick up sound effects

- a potion pick up visual effect, a flying animation and a switch activation animation

- fixed some asset import issues, and hopefully the texture glitch on mobile

And not only these, I'm also planning to add all that we mentioned above, so stay tuned. ;)

Thank you! Were you able to finish the game?

Review

  1. First impressions
    1. The title screen is flawless. 
    2. The intro could be a little bit shorter and the parallax background feels like it’s slightly off.
    3. The typewriter effect is a bit slow.
    4. There is no button to skip complete dialogues.
    5. After a few seconds the message should progress without space to save time.
    6. The interact with F tutorial should be displayed when it needs to be first used.
  2. First level
    1. Jumping vertically is too fast compared to running horizontally.
    2. The jump height should depend on for how long the jump button is held.
    3. The first enemy started to slowly fly through the air once I killed him.
    4. Requiring the player to transform back from a bird to a dog, just so it can interact with the world is counterintuitive. Why would a dog be better at operating heavy machinery than a bird? Keeping the dog as the box pusher, while every form could interact with buttons would feel better.
    5. Requiring the player to transform from bird to dog to talk to a bird is just silly.
  3. Second level
    1. The rain is just awesome.
    2. Showing the dog’s head on the side of the box is a very clever trick.
    3. The bird should also collide with the box to emphasize that it’s not part of the background, but only the dog could push it.
    4. Same with the button. Both the bird and the rat should be able to stand on the top, but only the dog/box would have enough weight to push it down.
    5. If the only purpose of the box is to be pushed on the button, then making it a full-fledged physics object that rotates randomly is risky. It’s easy to push it so the dog is blocked from jumping without backing away from it. Making it so that it only moves horizontally, without rotating is better in this case. Free movement for physics objects is best when you can freely grab them and move them around, and even in that case it’s hard to ensure it won’t do game breaking things. If you keep it non-physical you can even add some custom animation for the dog to really show its connection with the object.
    6. The rat being able to jump the same height as the dog is a slight design flaw.
    7. Giving the ability for the dog and rat to jump when in bird form they can fly is questionable. Maybe instead of the 1-3 buttons, transformations could be activated by the dedicated movement keys and deactivated by context. So an up or space button would auto-transform the dog into a bird and touching the ground would transform it back to a dog. Pressing down on the ground would transform the dog into a rat, and releasing it would transform it back to dog. The whole game experience would become more fluent, and the puzzles are spatial anyway, there are no real decisions to make about the current form. 
    8. The chompers part is old. So old, that even in 1999’s Galaxy Quest parodied it. And just like there, it makes no sense here as well. I wonder if any players today would find it exciting. Especially with the insta-death and without the tightly fitting collision boxes. Nice thing that there is a checkpoint right before it, but it’s bad that afterwards you are thrown into the next insta-death challenge immediately, without noticing the hidden checkpoint at the rat. So, I would just remove this part completely.
    9. The issue with the box puzzle was mentioned by others too. The problem is that it’s not enough to transform in-between the boxes, because one box is stuck next to the wall. And the fact that it doesn’t reset when you die is downright sadistic.I see why you decided to add physics to them here, but I still think, making them only pushable horizontally, and then just make them fall straight down would have been good enough, and less errorprone. And it would make the boxes feel more heavy, compared to the rubbery, paper-boxy feel they have now.
    10. The final maze issue was also mentioned already. Building a game on top of 3 unique forms with specific movements patterns and abilities, just so you can ignore everything learned before and blindly force the player into a maze game against all odds is a huge let down. It feels like you ran out of ideas already, and rely on mechanics that has nothing to do with your originally teased ideas.
  4. Summary
    1. It’s a nice little game. As I mentioned, with a focus on the core mechanics that are supposed to make this game unique instead of forcing old platformer tropes on the player is what will make this game exceptional.
    2. The description, the title screen, and even the intro promises the destruction of nature, but that part lasts exactly 30 seconds. Then it’s just an industrial platformer.
    3. It promises ruined landscapes (10 seconds) and puzzles (put the boxes on the buttons).
    4. Mentions that the rat can avoid detection, but it can’t in the maze.
    5. Still, I’m looking forward to the next version, hopefully with more careful design, as everything else, the maps, the gameplay, the music is solid, and I couldn’t find any bugs.

A handy little map just in case someone stucks...