Thanks ! ^^
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Thanks for your comment !
Most of that is bug caused by the lack of time (I posted a devlog to explain the situation :P)
At this time, there isn't really a goal, so you can consider that you have won if you killed one enemy in each of the nine rooms. (hard because there is currently no options to heal yourself !)
Thanks for all your comments ! :)
@crabmusket: Oracle of Ages/Seasons are some of my favorites games, so it's can't be a coincidence !
#3 - Rush (2 days before deadline)
Since the beginning of the jam, I've tried to work on the game in between other time-consuming things. I thought that it would be easy to have a base for the game using the official Unity 2D "Roguelike tutorial"...
But I was wrong, so very very wrong. I couldn't fix bugs because of the way it was coded. Couldn't make it "my own" because of these techniques that I'm not used to, and I did got very frustrated not being able to understand and expand it like I wanted to.
After tried all the ways I could try to make it work with that base and failed, I decided to start again from scratch ! Keeping some little things I understood and learned from the tutorial, but making the game the way I'm used to, with tiles and arrays ! 😋
So the programming of the actual game started two days before the deadline of the jam. I had a sleepless night, a lot of coffee ☕ and an 9 hours long livestream to try to code all the thing I wanted to be in the game.
What I wanted to be in game :
- Dungeon generation (from a list of room templates with procedurally placed doors and torches)
- Movements (in room and between room)
- Balanced combat, traps, different enemies types
- Animations, sounds and music
- GUI, Inventory and items
- Title screen, Game over, etc
- Goal ? Kill count ? Number of floor survived ?
What I had at the end :
- Dungeon generation (from a small list of room templates and static doors and torches)
- Movements (in room and between room)
- Combats + Traps (only bats and pikes)
- Game over close the game. (ultra quick fix 5mn before deadline 😅)
- A lot of bugs
- No Goal, actually. 😧 (But if you kill one enemy in each of the nine rooms, consider that you have won) (Enemies weren't meant to respawn)
You can see the differences between the two lists.
I'm far from what I wanted, but I'm happy of all the work I did before deadline ! Live stream programming was also a great experience !
It was a really cool Jam and I'll love to participate again next year ! I've already seen a lot of cool games in the
Now, I want to work on the game to make it whole (add all I want, and more, like a map screen), and learn a few things by the way (like Dungeon generation and tile-base pathfinding algorithms).
I'm planning on an update for this month's end ! 😜
A small rogue-like inspired by Zelda 1 !
#1 - Mockup !
The idea of the game is based on a mockup I did for Pixel_Dailies. The theme was "Dungeon", and I got inspired by the dungeons of Zelda 1. Some 8*8 tiles later, I've got this :
Then for the jam, I've extend the mockup, with a title-screen (there will be a transition between up and down), some more tiles, characters, items, and the inventory !
There is a lot of things I'm gonna change/rework, but this can wait. ^^
#2 - Unity
For now, I need to work on actually making the game !
And it's gonna be hard. First problem, the resolution... But hopefully, with the help of the people on the Discord Server, we have a guide !
But I think I'm gonna try another method. Will talk about it later !
I've had some problems with the import of my sprites, but again, people of Discord were here to help, thanks !
I really liked the idea of poking a dev to get more code !
But I had to unlock all the upgrades up to "clone" and getting not enough space for unlock it to understand that I could get the upgrades multiple times...
My finger have abs, now. xD
nice graphics but all I got is errors when trying to play it :/
ERROR: AnimationPlayer::_animation_update_transforms: Failed setting key at time 2 in Animation 'sunrise', Track ''. Check if property exists or the type of key is right for the property
Didn't expect such a strong meaning in a clicker game :O
Good job !
I unlocked the top secret item in my first run, used it and was really surprised.
Second run, second surprise: I get another ending (win without the "top secret" unlock)
Art is nice and clean, some background music (something simple, like deep bass) could add a darker atmosphere.
It seems that buying the top secret item set my money at a negative value, is it a bug ?
Nice game :)
Like Hauntedsoul, it's too bad that the music don't loop. But it's understandable ! I really think the game will be cooler with more sounds, when the player buy something, and different sounds for each notes on the bar (and if he click at the good time, or not) ^^
Cool game, the art style is interesting. The music really add a tense atmosphere, works well with the gameplay.
On another side, I think art and music don't fully respect the constraints : music sounds more "electro" than chiptune and I don't know if smooth color transitions are accepted.
Maybe I'm wrong.
Anyway the game is cool ! My max score by now is 572pts :)
Hello everyone !
For this jam, (and the CGA Jam and CorgiJam) I'm making a game called ＡＥＳＴＨＥＴＩＣ Bone Hunt
This is a side scrolling puzzle-game where a corgi is hunting bones. It can travel a mirrored world using special devices, allowing him to go further looking for bones. I already have uploaded a first playable version (for CGAJam), check it out ! ;)
To bring more fun into the game, I need a musician to make some SFX and music, in 8Bit/Chiptunes style with a vibe/feeling of Synthwave/Retrowave/Vaporwave
If you are interested to team up, please reply in this thread :)
Thank for your offer, I will think about it ^^
I have save your contact infos and edited your comment, I think it's better if that kind of informations are not openly public on the internet :)
Love the idea and reference ! Very cool game ! ^^
I think a way to compare my performance with other player would be a great addition to the game, like a score/"survival time"/distance traveled (More representative than comparing maximum energy)
That's strange, I have not this problem with Firefox 52.0.2 (32bits) on Windows. Are you sure your firefox is up to date ?
Anyway, thanks for your feedback ! you'll now find a windows build on the game page ;)
Here is the devlog of my project for this jam ! A small clicker game where you are a Dwarf mine manager.
Earn money to hire miners and earn more money ! $__$
Spent day one making mockup and sprites in black and white. 1bit / Monochrome art is not as easy as I was hoping, but after a couple of try I'm happy with my result
Then I looked for a good palette, I wanted something gameboy-ish but modern at the same time.
The final mockup.
Day two, I've set up in Unity everything I needed to recreate the mockup. I decided to use Unity because that's the engine I'm learning and thus the one I'm the most confident with.
Day five: the core gameplay is programmed, I can earn money by clicking on the mine (with particules, yay!) and buy miners/beers/guards/etc to earn money every second. It is a bit unbalanced though...
Day 6: Added a the feature. The player must maintain a balance between objects to get bonus (or avoid malus).
Example: Miners must have enough beer, with a ratio of 2 beer to 1 dwarf.
If they don't have enough, you get a malus from -1% to -5% of production.
If they have more than needed, you get a bonus from +1% to +5% of production.
Each items is subject to a ratio, with more complexity.
Miners, Guards and Blacksmith needs beer, light and heal.
Miners needs Guards, and Miners and Guards needs Blacksmith.
Each with a different ratio. I'm afraid that's it's going to be over-complicated... :X
My current objective is to polish the game and balance the differents values (price, ratio, bonus/malus)
I'm can make you some sprites ! ^^
But what size do you need ? Should I use your screenshot as base ? (Is it at the right dimensions ?)
Another thing, I don't think that the fade out is right with the rules of the gamejam ^^"
(Maybe I am wrong, you should ask @Kronbits about this)
Thanks for the precisions
I have some more questions that fits this thread (I think) :
- Can the player lose at a clicker game ? get a game-over / roll-back to a previous save or be slowed down ?
- Does a clicker game can have an end ? or it is necessarily infinite ?
- The kind of incremental game I play (Cookie Clicker/Swarm Simulator) have an "ascension" mechanic, is this a classic in the genre ?
Thank you in advance for your answers !