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LakeDead

297
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A member registered Jul 09, 2019 · View creator page →

Creator of

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Cute lights. First jam? That's pretty nice for it. :)

Such a cute <insert Forest Fire here>  :D

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Couldn't this work on Opera GX Export? You can export to itch io with that for free. Just target GX and "save locally as zip" and that's the web build you upload.

I'd like a way to stop the ship from sliding around. :D Nice little game tho.

Keep growing as a game dev, you're on a good path! Nice. :)

How is this Game Maker ?! I can't imagine any Game Maker game taking over 30 Mb. :D

Cool game. Missing coyotetime? :)

Kind of JumpKing vibes, cool. :)

It would take away from the game if there was too much information on how to avoid bad endings. :D It's a gamble and you can play around with the "Refuse" option too. Thanks for testing it though!

That's the point, that you don't know. It's a gamble. :) Thanks for testing it!

The gun effects are something that's not usually in a game like this, but generally I just wanted to test some point-and-click mechanics. Thanks for playing!

Yes it's a little rough around the edges. I just wanted to test some point-and-click mechanics. Glad you still liked it. :)

You don't actually have to be on top of the items, you can pick them up from quite far away. xD But yes it's a little rough around the edges. I just wanted to test some point-and-click mechanics.

I created this roll thing for Permadeath mode for myself. When I die, I roll a new character.

However, if you want to "save" your roll, just take a screenshot, and actually I think there's a feature for that! Don't remember the hotkey now, could be Ctrl C.  But take a screenshot with your Printscrn button and save the image on Paint or whatever!

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Thanks!
I've been meaning to update it... Maybe some day I will, once I start playing Skyrim again!

Basically it doesn't alter your game files in any way, just gives you guidelines and you must rely on yourself to follow them.

Could use this same principle with any game or thing, really.

The false theme naming throws off unnecessarily in the beginning. And only just now I saw a link under it now that you mentioned it.
Many people just quickly check the theme from the main page to get to brainstorming asap, and as the theme sounded so fancy and unknown, it's wikipedia time!
And sure okay maybe shouldn't always trust wikipedia either, but it's describing anything but your detailed rules.
So this was averagely designed, feels like, I'm sorry. I don't think I'm alone in this.

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Ah, goshdarnit. I guess should come to see what people write in the community, before working on a game. Yea the theme is NOT Dunning-Kruger, great. Time to rethink my whole game, because it was about that.

Please, next time, don't just use fancy words you don't know the meaning of.
As the theme text, could just use something like "Protagonist is the smartest person, but they and everyone else believes the opposite."

I guess a real DK effect happened here. Host promised something and fell short in their competence. Followed theme to the letter!

Happy jamming!

Kinda pointless to even mention or explain anything then. This has been a full misunderstanding starting from the two original posters, and all explanations here are invalid. Have a nice day! Feel free to remove this entire thread, as it's useless misinformation.

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No aggression here, but...


Excuse me? What on earth is a male game jam?

I've never seen a single one. Go ahead, just open up ANY game jam blindly, you'll see they won't disqualify you for being a female, girl, woman, a bear, your mom.

It's hardly understandable. There is no such thing as a male game jam. Now there's a woman game jam here and it's the only one that restricts gender.

However, it IS indeed a good thing that everyone can express their creativity through art and games, etc. without limitations of one's persona. The Game Design university I went to had 50% females 50% males so there was NO minority, it was perfectly balanced. And in the end it was mostly girls that graduated. So I guess it depends on the country. But here in northern part of Europe, women making games are not a minority.

You'll be happy to know your vision of the world is misinformed and things are actually better than you think. :)

By the way I do still support the idea of this "woman game jam" because it can help inspire those more shy ones and the ones that try to avoid any male contact for some personal preference reason.

Good luck and have fun jamming!! Love! <3

Thanks for the tip! Your game is awesome too!

The theme of Power: You diminish the Power of enemy Clans to win.

The challenge of NPC: You can use enemy npcs as projectiles.

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Nice ideas. Many people in jams don't even listen to the sounds, but their own music that's playing in the background, especially if they are a streamer, so I don't take audio as very high priority and should be done last in any project, if there's even time to make sounds. I thought of some difficulty-increasing elements like puddles or obstacles you pull the cart through, but I was really on my last minutes before going to sleep and I just joined the jam at the very end when I could, so I just left it at where it was at that point.

It's not like no one else is making projects like this and for free. :'D

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Ah, never even heard of these options. Thanks! I will probably not be adding more assets on my account though, because this has been mainly my storage for game jam entries. Might make a separate account dedicated just for assets. :) Unless I figure out how to make a different section on this account for Assets so that they aren't amongst the games.

Yes. Thank you for your interest! It's my first ever asset pack so I'm new to sharing these. :)

Hitboxes on the slime were great, but perhaps other objects were designed a bit differently to smoothly work together.

Thanks for playing and for the feedback!

The star buff is a dice roll of luck sometimes. It takes a short time to activate too so if you just smash into an enemy as you pick the star up, you'll die. Also it ends abruptly which can happen mid-collision with the enemy I suppose. 

Most level design was made during the final hours of the jam, so balancing wasn't possible. Last levels possibly were made in too high difficulty due to developer becoming better at their game at that point after testing it so many times.

Thanks for playing and for the feedback!

Thanks for playing and for the kind words!

The star does make your character "flash" slightly for the duration, but if there was more time I'm sure we could've added some additional sparkles as an effect, and perhaps even change the appearance of the enemies (PacMan style) to notify the player something's up.

Thanks for playing and the kind words!

Thanks for the wonderful words!

Indeed, over the course of the jam I quit it twice even though I didn't even press the Join button until there was only 20 mins left to the deadline.

Perhaps the reason for me to only join jams on the last hour nowadays is part of the fear of failing in a depressing way, such as threatened to happen during this jam.

But I figured out my own method of getting back on track for a fresh try and fresh mind and dropping some personal requirements of quality and content to create anything.

Perhaps this will also boost my confidence and courage on future jams as well.

There was indeed an underwater filter and also a pixelation filter. Also the monsters "hover" up and down, and slightly to the side. This may cause some inbetween pixels and color artifacts, which all just affect positively to the visuals.

Indeed, who are we? Or are we anyone? It's open to interpretation. :) 

I had ideas for deeper combat mechanics, but there wasn't time to implement all that.

Thank you for playing!

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I spent way too much time on the graphics and audio, taking up most of the jam on those, and then I didn't have time or energy to implement the depth in the battle system that I had thought about initially. Though even with those ideas there wouldn't have been upgrades or builds to choose from, which is something that I've been thinking about implementing in later versions of the concept.

Btw the CRT / Scanline filter is literally just a dark line -sprite, drawn across the screen several times (tiled) and then you can from the ESC menu adjust its intensity (basically just changing the alpha of it by .1 ) so it's actually not a filter, just a sprite. :'D It just works!

Thank you for playing!

Now, you can interpret the victory screen as you want. Which one of the characters was actually rescued? Hehe. ;)

Yes, I put way too much time on the atmosphere and the immersion ( no pun ) of the experience, but unfortunately that is then seen in the lack of some depth ( not another pun xD ) on the game mechanics themselves. But for a Game Jam I think this is good. I have seen less progress on people who have spent 2 years on their projects, so I can only be happy with these results. I will ofcourse continue the concept's development and improve upon the battle system and its frequency first, before touching upon other aspects of the game.

Thank you for the kind words and for playing!

It's true that I initially had the idea that you will reach a certain location where you can dive literally downwards, but that would've overscoped the project for a jam, and should be reserved for an actual commercial game with months of development instead.

I'm glad that you enjoyed atleast the atmosphere of the game!

Thank you for playing!

Lovely that you enjoyed the game! I enjoyed making it too, even if I didn't get to implement every idea that I had for it. Hehe.

Thank you for playing!

It's my first time ever trying an underwater theme in a game. I'm glad it turned out nice and successful in that sense!
Thank you for playing!