Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Liam

178
Posts
1
Topics
150
Followers
5
Following
A member registered Mar 25, 2017 · View creator page →

Creator of

Recent community posts

+1, you always get the SAME combinations each time, as if a fixed Random seed was used, I noticed this as well

you are my savior, I was thinking of coding a tool like this because it was a massive pain to do it on a tileset with 256x256 sized tiles

What's the idea? OwO

(1 edit)

Thanks! Honestly I didn't get to execute much of my idea at all because of how severely I underestimated it >< I wanted to have at least a couple of the 9 circles of hell, with different enemies, different player attack abilities and metroidvania elements. It sounds crazy now that I look back on it. I have a rig in Blender that takes 8-directional sprite pictures to mimic Doom sprite rendering, on lowest sample size to increase pixelation etc.. Same for the hand animations, there's actually a bunch of them that are just unused.

Aside from that, the WebGL export is half broken, the fog doesn't look that bad on desktop builds nor do enemies practically instakill you on desktop. But as it was made for secret santa and already a week overdue, there really was no point to keep stretching work on the game if it wasn't totally broken.

Thanks for checking out the game :) I didn't make it public for the sole reason I'm not proud enough of it.

I'm sorry but that's not possible, there's no html5 build.

(1 edit)

Yeah! You can use your phone's camera to take photos as well of Hearthorn or the seagull. So it doesn't even have to be via the flag editor on the desk. Just a shame I guess we didn't have enough time to work on 'hints' to guide the player so they know this is possible.

Hey, sorry to hear you only got that far. It's not clearly stated in the game but after making a flag, you -have- to interview -two- people. These two people differ based on what kind of flag you chose to make. NPC interactions with all non-interviewable people are disabled during that time. If you'd gone around and talked to everyone, you'd have eventually found someone who wanted to do an interview about the flag (the only possibilities are for it to be Jack, Captain Frogsword or Hearthorn, the other NPCs don't do flag interviews)

If you do get further in the game, it basically 'ends' after the mutiny interviews, there'll be nothing left to do. The whole point was originally that one could craft a documentary by choosing their own path, and then view an actual documentary at the end of the game based on your decisions.

But thank you so much for playing and leaving a nice comment :) It's much appreciated!

Woah, that grid map and meshlib sounds cool. Unity has something similar (tilemap of gameobjects) but it's a pain to work with. I'd be interested in trying to make a game in Godot someday. 

I played through all of it, this was so cool! I'm working on my own oldschool FPS for a jam. I'm really curious how you managed to have so much content for only 7 days of work.

I'm guessing it's made in Godot? How did you construct the levels? Is it some modular 3D models you made that you can put down on a grid?

This was an interesting little game. I like the idea of the minigame you can play.

The idea of using my voice for the dialogue options and webcam for the avatar, was a cool technical surprise I really don't see often!

I think with some more polishing and work, this could become a really interesting idea.

The idea of the game was a pleasant surprise. I feel like it's a bit difficult to grab the asteroids mid-flight when they're small. 

Though, it's fun to play and feels very polished, nice work!

I think this is a cool idea for a management type game. However, I did struggle seeing how my choices impacted the scores I received from the reviewers.

That said, the art is good and I think with a little more work on the gameplay side, this could genuinely be fun to play.

After the mutiny interviews, there's nothing you can do indeed. Thank you so much for your feedback!

Thanks for your detailed feedback! Unfortunately I didn't make the car controller but I did do everything else x3

The first version actually did have them following a race track instead of a derby arena, but then it was hard to smash into them because everyone was going in the same direction. 

Thanks again for taking your time to reply! I appreciate it! 

It's not too late, perhaps you can ask the jam organizers in the Discord if you can update your game page.

Oh hello! Thanks for checking out my game!

I love that you recognized the carma look lol, it's deffo what I was going for.
I agree that the camera angle is awkward at times and I could kick myself for not bothering to fix it last moment :p

Cool that you stopped by to play it! ^^

I might be silly but where is the game?

You do get a closer look at the models when you win, but I agree, they don't get much 'show' given the camera distance.

The car steering being confusing is a really good point I didn't think about. Maybe it'd make more sense to have it relative to the camera so 'up' is up on your screen, 'right' is actually to the right on your screen etc.. I really didn't think of this, when you play your own game a lot and are used to it, these kinds of 'first play' issues just don't come to light.

True that it's a very chaotic game, but it's typical of a 'derby' type race if you look at games like Wreckfest. But maybe there are too many cars on the map, that could be a factor.

Thanks for playing and leaving some helpful feedback!

Yeah, I was aware of the camera obscurance issue but didn't get to fix it last minute and I KNEW I was gonna hear about it :p

The AI is, simply put, stupid. I know they are suicidal little bastards and it mostly has to do with them knocking into one another and damaging each other on the way to a checkpoint.

Thanks for playing and taking the time to write some feedback. I appreciate it!

Damn, nice job working in a new engine! That makes it all the more impressive.

(1 edit)

Okay, I was pretty excited for this one, I'm not gonna lie. 

I didn't get terribly far (until the yellow room, where I died). I had to unplug my second monitor though or the game was almost unplayable because the mouse would not stick to the game window. If you make first person games, be sure to use: Cursor.visible = false and Cursor.lockState = CursorLockMode.Locked. This will make sure the mouse sticks to the center of the screen and not be visible, which is ideal for a first person game.

Something I got confused over was that I needed to crouch to pick up the first keycard on the floor. There's no real feedback to the player as to if/when they can or can't pick something up, so I had no idea and struggled for the first few minutes.

Also, I really don't know what a 'locker' looks like in this game. I didn't see one but maybe that's just me. I didn't understand the monster's AI, whether I keep my flashlight off and crouch in a corner, it always seems to find me.

What's more is that the monster seems to teleport? I came out of the blue door into the room with the blue hiding curtains, knowing the enemy was coming from the blue door's side. Yet, suddenly, he was apparently in this dead-end blue curtain room behind me. Unless maybe he came through the purple door.. but it was baffling to experience.

The voice acting was a nice touch and I appreciated the explanation at the start, but I feel like it needs more work for the game itself to actually be a fun to play horror game. 

Mind you, there seems to be a lot of content for a jam game and I'm impressed.

Edit: I see that some of my points were already answered in the post below, so sorry if I re-addressed some of the same issues.

This was pretty difficult. I kept running into doors that lead nowhere, which means I had to backtrack a long way, but by that point the hallways in the beginning had collapsed.

I tried a few times but I didn't get further than sector 3 I think. It also was difficult to read the text on the right when I have to keep moving.

What I found cool is the whole ASCII type gameplay, a nice nod to older games!

It definitely tackles the theme, but the gameplay feels like a chore with not much happening. The wasteland is barren but like.. very barren, to the point where you're just staring at the same times scrolling past your screen.

The ending left me wondering "Is that it?", it surprised me a bit.

That said though, I think the task itself to fix the pipe was pretty interesting, but I was expecting something else to happen while doing it or right after doing it.

My score: 1108, day 6.

It's an enjoyable concept, although rather difficult in my opinion. But I'm impressed it's so fleshed out despite the short duration of the jam. The sounds people make is really funny and adds to the experience.

The only thing is that your main activity (spam clicking buttons to get the right # of items) feels a bit mundane. Maybe it needs to be mundane enough for one to be able to do the other side-activities, but I just wish it didn't involve spam clicking.

Good job on this though, it was enjoyable to play through!

(1 edit)

I enjoyed playing this! But it's pretty difficult, and I don't know what the "+" doors do (the ones with a + and nothing else under it). The powers are cool, it reminds me of the Binding of Isaac where you keep getting stronger and stronger.

I wish the level design had more variation, like walls to take cover behind or something. The sound design was good!

It's fun and I feel like it could be even better.

Cool dynamic card game! I actually thought it was fun to play (but I had to play on difficulty 1, R was too hard). It wasn't clear to me why sometimes I wasn't allowed to use any more cards, it's like even with card cost off there was some sort of limit on how many I could use. That, or maybe it was the enemy's turn without me realizing? I later turned card cost on just to see what that looks like because I thought I was somehow still energy-bound even with card cost off.

Would be cool if the game had its own graphics and music! I understand you probably just took images from somewhere to get a proof of concept going.

When I made it to the final boss, the place where you have to drop cards on him wasn't where I expected it to be and I kept missing it at first. This resulted in me having a plethora of cards, at which point I realized 'Claw attack' and 'Shield' looked identical when you have too many cards, so I never knew which one I was grabbing. 

Overall, I think it's fun to play and has potential. Nice work!

Unfortunately not

I don't think you understand how impressive of a feat it is to make this within the constraints of Pico-8.

(1 edit)

Making the logs not move the frog + making them basically the exact same code as the cars that move across the screen, made it easier to compress. That's the short gist of it. I could've made them carry the frog like in the games, or pop in and out like alligators, I just didn't have the space to. I was insistent on having an increasing difficulty and some form of palette swaps instead as features.

The logs are coded as cars, but with inverted collision logic if it's a log. AKA, if you're anywhere but the log, you ded.

A track I made called Eggman's Workshop:

https://soundcloud.com/tom-dobbelaere/eggmans-workshop

Woo! I played through it in entirety again. I liked the new color palette variations. The screenshake when landing and when there are explosions is very nice.

Good job :)

Yay! I may give it a go then :)

Woo! If there comes a gameplay update, I'll be sure to play it :3

Scroll your mousewheel over the part

Ahah, thank you :) Yeah it felt odd not to program at all after the release of L4UR4.

I hope to make it more fun in the future, thanks for leaving a comment! I almost thought you had joined this jam too for a sec :p

Seems like you took it from the jam page "A mechanical interpretation could be every time you die, your past self becomes an obstacle or enemy for you to face", which is fine! I wanted to see that one being done.

One thing I will say is that it's probably better to move the character towards the mouse position rather than jumping straight to it. This would prevent cheating, but more importantly, my character wouldn't get stuck on walls (which was a little frustrating).

Maybe prevent people from standing in one place, too?

Nice use of the limitation! Had fun playing.

Intriguing interpretation of the limitation, I really am my own enemy with this one! The leaderboards were a nice surprise indeed.

Cool little game and an original idea for a puzzle mechanic.

I think this could be polished into a proper, full puzzle game, nice work!

The music was clever and the puzzle mechanic is put together well. Great game idea, and I hope to see more!