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langotriel

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

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heh, at some point we doubled the height of the player so the flat wooden structures that were there from before weren't scaled right :P Otherwise it should have been correct.

Building a 3d engine on the Love2d framework is quite a lot of work, yes, and it is what sucked up most of our time. Still, we have a pretty intuitive engine, complete with voxel editor and animation software built in :D So we can use that going forward.

Hmmm. Less about the controls and more that I'd prefer that the player was slightly faster than the enemies? instead of practically identical in speed. The number of enemies creates for enough challenge, but the option to run, make some room, and then attack would be nice. Otherwise, with little hp left, you are just running until you can't anymore and you die :')

But the controls are pretty tight. Changing it would be a matter of taste; I don't have anything objective to complain about.

correct! Though Love2D is technically a framework 🙂‍↕️ and we built an engine on top of it. 

Most of the time on the jam was spent improving it, which is part of why we lack the game part :P

Poor old man is just trying to enjoy his summer holiday. Damn LSD mutants. I liked it a lot! The controls were relatively responsive, the presentation was really nice and the story was fun! Great job on the story card art!

Props to the whole team!

Cute bird! I liked the detail of it getting darker the further down you went and for a 3 day solo project, it's not a bad little submission. Well done.

Played through a couple of times. I suppose it isn't quite a finished gameplay loop yet :P hehe.

But I liked the art for the characters and I appreciate the dynamic dialogue, adapting to the situation (like Araina having something to say if you have marshmallows). I won't spoil anything for others, but I see what you're doing ;) 

yeah we ran out of time. Never found a person to do art (outside of npcs) so the programmer and I had to spend a lot of time on that and improving the engine. 

So it’s like you say, we didn’t get to the game loop or story or anything. 

But hey, I hope you enjoyed the little we had! The music changes in many places, including underwater and when you enter towns etc. that’s a simple case of multiple music variants and just continuing the new track where the other left off. 

Thanks for playing! 

Beautiful game with wonderful music. I unfortunately couldn't really get far on account of the lack of agency I had when flying (no steering) and that there is a bug where the fuel use increases every time you have pressed W. To reproduce, simply spam W a few times in the beginning and from then on, fuel use will make it impossible to get far. That means even less control over where I end up as alternating between W and S as encouraged would seemingly deplete the fuel fast.

I did manage to get a feel for it, though. I landed on an island, got to experience dialogue and the upgrade system. It seems like a heartfelt narrative and I wish I could experience more of it in the jam. Alas. 


Great work, either way.

Well, it took a bit to get it to run (had to get godot etc) but I tried what was there. Impressive amount of assets, I gotta say. 
I did find it difficult to complete my tasks. I suspect maybe the gameplay isn't as polished as you would have liked, but I appreciate the ambitious attempt!

we had grand plans, but the long and short of it was that we didn’t have anyone dedicated to voxel art so me (director/level designer) and the programmer did all the voxel work, on top of trying to whip the engine into shape. As a result, we didn’t get to the game part of the game.


In the end, we pivoted to have it be a walking sim where you get to see our little world. 

Fun! I loved the vibe of this one. It reminded me of some flash games back in the day, where you'd walk around little worlds and complete objectives. I think the marble game was broken for me? Can't do anything there, and I never got the magnifying glass after that game, possibly because I had the bubble gun in hand?

Either way, I had fun and a little trip down memory lane :D

Fun game, lovely intro cutscene and a good gameplay loop. I lost at some point and I don't quite know how I could have saved 2 people at once :P but such is life as a lifeguard.

So, let's get the unfortunate out of the way first: it kept crashing. This happens. It's a jam. I tried multiple browsers and all work, until they don't. 

On to the good! I love the light atmosphere and think you nailed the speed and feel of the balloon! It controls nicely and is just fast enough to not feel slow but also not so fast that it makes the world feel small. Good balance.

I would love to see this developed further! I got inspired with lots of fun ideas, like allowing the player to use momentum created by spinning the claw around to throw animals far! Alternatively, use that mechanic to complete secondary objectives like throwing trapped animals out of where they are trapped, or to break down barriers that prevent rescue. Lots of opportunities! 

I would also like to see you double down on the humor and give the animals different "voice lines" that trigger at random, at appropriate times. For example, while they make animal noises, they can also scream if dropped from high altitude or have a rare chance to say "neigh, I'm a horse" or something when picked up. Give them googly eyes, also! That react to momentum! Watch those eyes spin!


I leave you with this game design nugget: The goal of level design is to let the player use their mechanics. That's the number 1 goal, anyway. Therefore, i would recommend you explore ways to use the current mechanics in interesting levels. Let the player lower to go under a bridge and raise themselves high to avoid thorny bushes. Let them swing their claw to break down barriers or pick up and throw rocks at cracked walls. There is SO MUCH you can do and I wish you the best of luck!

Behold, my masterpiece! 

I love the elevation indicator/score keeper icon that grows on the right side. Much more fun than a number! This was a simple but clever use of both themes and I look forward to rating it when rating starts ;)

Jam creator bailed. Made a new jam; same same, but different:  https://itch.io/jam/summertime-game-jam-v2 Join it and join the discord!

:D

Think they gave up so here you go! https://itch.io/jam/summertime-game-jam-v2 New page!

https://itch.io/jam/summertime-game-jam-v2 Remade. Join!

Because the original jam creator is gone and others tried and failed to remake it, I went ahead and did it. Join now! It starts 17th of JUNE! Similar rules, but expanded voting criteria! and a discord! (same as someone else made for summertime jam before)

LINK: https://itch.io/jam/summertime-game-jam-v2

While you're at it, update rules to forbid AI generated content?

Seems the organizer is AWOL. Seems there will be another set up but not sure what is happening with that either. 

Gorgeous character art and wonderful that you stylized everything from text to UI - Not always easy to find time for that.

Get rekt. No money is wasted when you win the war! 

You've got the controls to feel really tight and starting a new round is extremely straightforward. It's quite a satisfying experience :D

Ayyy! I was wondering if there would be an end :D I ended up with over 15000 on my last turn :O That's a lotta wool!
Unlike a lot of incrementers, this one managed to maintain player engagement throughout and the input of the player was always a deciding factor. I loved how you eventually could just circle the mouse and it should shear and process in one loop over and over. Satisfying.

Look at you making Lucas Pope proud. Admittedly, I am pretty baaaaaad at papers please, but lower stakes made this a more chill experience ;) Now I am sleepy for some reason.

After billions of points I can safely say I have no life. I had more hands clicking than a .. uh.. internet cafe in korea? Are they still a thing?

In any case, well done on the entry! I have two mouse inputs so i was going full speed :P

What can I say, this game is beautiful. The style is well put together and the audio matches well. Great job!

This took me right back to the days of early flash games. There is something about the style and vibe that makes it so distinctly early internet. I dig it.

Woo! Thanks for playing!

I have made the pieces draggable with the draggable extension. So while they are being dragged (with left click) they should be able to rotate/resize. 

I am glad that you let me know of your issues. I will remember to test my games out on my laptop as well next time! 

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odd. I use a chromium browser in pc and it works fine. You are holding onto the piece when you press 1 or 2? It wouldn’t do anything if you drop it.


thinking about it, the reason it worked on the edge of the bag is because I prevent you from dropping it there, so it counts it as being held onto. 

Well, I couldn't do it before now but I finally got it fixed for the backpack puzzle as well as the larger door puzzle. Fixed a bug as well.

Hope you don't have any trouble playing it now!

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oh. I’ll see if I can fix that in the next hour or two! 🤓
Edit: Something came up but I will try to get it done so you can use the numbers 1 and 2 to rotate objects for the puzzles soon!

I think you’ll find that the post-jam version makes the door puzzle take much less time. There is a hint of you want it, showing the partially completed puzzle, sound for when they click into place and instructions on the screen. I just didn’t have time to get it in, unfortunately 🥲 


glad you liked the rest of it. Hope you weren’t too harsh on the score 😅

:D

Very solid design. Great tutorialization as well! 

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I’ve noticed the full screen thing can happen, but a refresh usually fixes it. I don’t think that’s a thing I can fix: seems like an engine bug. Sorry that it happened to you. I suppose it could also be related to screen aspect ratio: the game is in 16:9 so if your screen is different maybe that causes issues 🧐


glad you liked the game! :) 

Wooo! Laughing is good for you!