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Mobbstar

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A member registered Mar 11, 2023 · View creator page →

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Did the game update? It feels overall slightly less performant, and has severe lagspikes whenever anyone swoops.

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Apparently my browser is missing WebGL2. There is no downloadable version anymore, is there? Edit: Nevermind, my PC just needed to reboot.

A gripping tale of grief, drama, action, violence, misunderstandings, conviction, and resolution. 🍕🙌

genuinely good puzzle game, silly execution

You and me, Dad. We’re both confused.

I already pushed an update with lots of polish to my website. It’ll hit Itch in a few hours, when the rating is done. The original will remain as a downloadable file.

Ghost is scary but in a funny way.

p5js looks cool! I have thus far avoided drawing a canvas, but there are things HTML DOM and SVG just cannot accomplish. Maybe this will help me get into it. Thank you for the recommendation!

Is this by any chance inspired by Quarantine Zone? (based)

Putting Accept on D and Deny on A is diabolical 😂

Right, the project management side of game jams probably deserves a discussion and/or post-mortem of its own. I did it similarly to you two, with the caveat that I didn’t know what makes a minimal game viable, and thus planned iterative playtesting.

I have worked a fair share in Lua before, most notably for game mods (chiefly Don’t Starve and Invisible, Inc.). However, I’ve mostly ignored LÖVE thus far, thinking it is a game engine. Looking more into it, LÖVE seems much more light-weight than Godot, Fyrox, &c. It enforces no architectural constraints at all, beyond maybe adapters for the various interfaces. For example, one could build an Entity-Component-System structure on this, but choosing against this leaves no “dead code” to speak of. Neat!

Life lesson: If you die, just walk it off! Keep crawling, death is no excuse to slack! (You can continue after running out of exhaustion, and eventually get the victory screen. Had a good laugh.)

Most people seem to use Godot or Unity. I did not. I made mine directly in HTML5 and TypeScript (and webpack).

Did anyone else make their games without a game engine? What did you learn?

The difficulty feels rather low and constant to me. Great for a bad or busy day, I reckon. 💚

I don’t know what the banana levers were for, I just ran circles with FINGER GUNS yeaahhHhh!!!!

Nooo! There was a car crash and the cars flew off the road and right onto grandmom. I should have put her in a safer spot. Maybe the :) face could have shielded her?

I can’t figure out how to dash over the pit when the dash homes in on the houses in the pit. Not that I mind beating three houses up with one foul smash, but it kinda locks me out of the ending.

WASD to move, Shift to run, Q to transgender(???)

This might be the best entry in the entire Silly Jam.

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Is it just the same bunch of cocofish over and over again? If so, short but neat.

I think if you rename it to index.html, you can set the type to HTML and make it playable in browser

I think if you rename it to “index.html” you can change its type to “HTML” / “play in browser”

This is a web game. Please change the file type to “play in browser” or whatever it’s called. (Unity refuses to load the game locally, so I cannot play it ☹)

Is this linux-only? If it runs on Windows, is there any chance you could provide a secondary upload in a ZIP file? Windows doesn’t understand tar archives by default.

There are some unfortunate bugs that make the game too difficult to play: The speed randomly varies, sometimes even going backwards mid-jump. The guy gets stuck on the ground sometimes (caught on a floor collision?) until jumping, which makes it more difficult to dodge the spikes. I gave up after three minutes of failing to get past the second spike. (Technically I did go past, but, as said, guy then went backwards.)

Cannot play, UnityPlayer.dll is missing

Tomahto! I like it.

I think I managed to crash it by going near a corner, looking at the whole map to lower the framerate, then walk through the town border. Pretty silly edge-case.

We have Lucid Blocks at home:

Solid game! Lots of impressive details like lighting. Something about getting full enough to explode, as well as exploding, lags the game. (Maybe the spawning of sprites?) The rats are sneaky.

Lovely start screen ^^ The way Brett can mix and match ingredients reminds me of dress-up games. Does the soup ever finish cooking?

Very short but incredibly fun!

I don’t know why I expected anything other than just eating fish.

It’s like the lemmings but the only job they can do it “be pool ball” lol

How does one dodge a nuke?

Pretty fun but I gave up at the frog spike frog jump, I always run out of hp around that point.

Oh, you got so close! There are different personalities (found at random), so some pigeons fight you while others are nice, and some humans can be defeated in battle while others cannot.

I originally wanted to add another room where you could knock a vase over to lure the human away, but ran out of time. The art is all done, so maybe I’ll add it after the gamejam rating. I’m also toying with the idea of letting the pigeons scout ahead and tell you where to go, but I don’t yet know how to code that.

38 😎

Based on what?

I expected bugs, but only found bat friends. I like the concept! It is good for a gamejam demo.

minor complaints:

  • The timing on the attack is a bit counter-intuitive, but managable. It might just be that the animation does not look like what actually happens.
  • Heroes and enemies tend to push each other in strange ways that cause flickering.

If you end up making a sequel, consider giving everyone more complex behaviour and tactics. (This is usually called “AI” or behavior tree.) For example, the hero might try to step back after attacking. And if several bats surround one hero, they could take turns, with one taking a hit from the hero, and the rest attacking the hero immediately afterwards. Other types of enemies and heroes could bring new abilities and tactics, such as ranged attacks or healing.

I have never been called a Skyrim NPC before. Unfortunately, you are right.

Thank you for the kind words!

All my previous attempts at learning serious game engines have failed. Thus, I shall try for a not-serious game.

I can web-dev and doodle. A simple HTML5 game akin to paperclips or hidden-object is certainly within my abilities.

Very fun! I won on my third try, when I stopped playing it like a slasher and started playing it as a resource juggling game with the occasional running-away.

I hope my wish comes true. 😄

It’s cool that there’s a point where you’re allowed to just mess around. I’m just a little sad that the final forge upgrade can only produce small spells. (And an unequippable upgrade to Random Dig?)

Took a while to get into the rhythm, but I survived eleven nights and got up to five swoops. :D

I don’t think I’ve found every kind of critter and plant yet, but I haven’t noticed any noteworthy differences in them either. Different critters move in different ways, and different plants may or may not be obstacles. If it were any less stressful (or my computer didn’t frame-stutter) I’d love to see how far I can go and explore the area.

The bleeps and bloops and neon outlines remind me of Electroplankton. The dark ground and electric guitar(?) music give it an eerie spin fit for a roguelike. I greatly appreciate this aesthetic.