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Saito Interactive

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A member registered Feb 01, 2021 · View creator page →

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Unity dev/programmer and a composer looking for a 3D artist/animator. Will likely be using some premade assets, but not everything is available so an artist who can make/animate characters would be great to team up with. Mixamo is great, but only works for humanoid characters. Game probably will be low poly/PSX aesthetic due to free assets available to use.


Discord @saitointeractive

Like low poly look, but can't aim up so the flying enemies can't be shot unless you back up far enough. Character also blocks the reticle.

Concept is fun, but I think once you figure out you can keep the fire on one side and keep plant next to fire, then water over and over I'm not sure you can lose unless a ton of fire spawns in a row randomly which didn't happen for me. 

Maybe having a point goal, then reload level and higher point goal would be better vs potential endless.

This would be a fun perpetual game on my Nokia 8210!

Was a little confused on the results of combining the flowers, but potential for a fast paced puzzle game.

LOL, the going back and forth was why I had the flowers start spawning at different sizes, but I made the hitboxes too large so it didn't really matter and you can still basically just go back and forth.

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Yeah its hard to tell since with my headphones it sounded normal. I had similar issue with another game where my monitor had higher contrast than what most people were playing on so the game was dark for everyone but me. I tried it on my laptop and it was indeed waaaaay too dark even if it was supposed to be a horror game. Lesson is to always have someone else try the game first on different hardware than yours.

Original loop was going to be  have the player grow a certain number of plants and have a fuel system like nectar that the player had to collect to keep spreading flowers east and west. Not enough time so just removed all of it.

yeah I should have made the distance the flowers spawn a bit further apart so they don’t get hidden.

I'm a programmer/dev. Not sure on what type of dungeon crawler I would make with pixel art, but intrigued by your art style.  Done a few jams in the past.

discord is saitointeractive

Couldn't add you on discord for some reason. I'm thinking about doing the jam again this year.
I'm a programmer/dev so always looking to connect with artists.  Even if not for the jam specifically.

discord saitointeractive

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Since the jam is a while away I’m trying to find a capable pixel artist to work with on a small game(s), outside of jams so there aren’t any time or theme limitations. Maybe as practice for upcoming jams like this one, although still a couple months away.

Currently working on a little space name inspired by Dave the Diver. So far it’s just me and a composer so the game’s look would be your style. So far the basic aesthetic idea is sort of dystopian future, could be satirical. Worked with different artists on jams, but hoping to find someone capable of sprite work and animating them to work with semi-long term along with the composer. Thought this would be as good of any place to ask.


discord @saitointeractive

Got tired of the theme and time limitations of jams so starting to work on a small game not for any jam.

Currently a past composer collaborator and I are planning on working on a little game, possibly continuing on another.  Just for fun and portfolio purposes at the moment.

Game idea in a nutshell is Dave the Diver, in space. There's no real aesthetic design yet so any artist that joins would have the main input on that based on their own style. Looking for someone capable or doing 2D sprite work, animating, and possibly UI. 

discord @saitointeractive

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I'm searching for a good font to use in a game where the UI is at 640x480.
Having trouble finding good font size values so the font looks as intended.

Any CRT monitor sprites included? Like the set, but want to have the game look like it might have in the SNES era.

A little doc that lists what the different icons are would help a lot.

Also the icons as a tileset so you could recreate the map in you game and be able to place icons for items procedurally or be able to enable/disable icons like look if the player collects it. Its already perfect for an in game map, except that if you exported a screenshot it would be static.

But fantastic tool to get you started on designing your own map.

We have a composer,  but they were asking if we could maybe find someone to help with sound effects or maybe the ambient audio. Send me a DM on discord if you haven’t joined a group yet. We’re still just sort of getting started.

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Pretty casual dev here so not looking to join a competitive team. I do this as a hobby  in my free time. 

If any similarly minded artists are interested in working on a game for the jam respond here or message me on discord. @saitointeractive

I have a lot of little ideas I've accumulated I'd like to make, but don't think many could apply to the theme. So if you're an artist with an idea for a game hit me up. I have been working mainly in 3D recently so that is preferred, specifically with lo-fi/PS1 style graphics. But I am open to any art style really, low poly is just about the only modeling I can help out with though.

All the art are premade assets available on itch and sketchfab except the cultists we’re made by the artist in the credits. 

A lot of your feedback was in the plans, just not enough time. I wanted 3 weapons, 2 attacks each. One a hold heavy attack and the other fast. Movement was originally going to be slower I just didn’t have time to balance anything after getting the enemy AI working.

Torch part was because I wanted to have the torches run out so the player would have to get new torches off the wall or find fuel. But no time so I disabled the torch swapping on all the torches except the one tutorial one.

Next time need to plan better and not try and do too much for a jam.

Good job on the art style, has a unique look.

https://itch.io/jam/scream-jam-2023/rate/2327561

Originally was trying to get Daggerfall vibes, but for the combat I ended up just sort of copying Dark Souls. 

Yeah the idea was to teach the player that enemies would be hidden in the dark so be ready, but that was when the dungeon was going to a lot longer.

Originally I wanted to make a few weapons, maybe 3 and have them be used on different enemies. So for the skeletons a blunt weapon, humans the sword and the cultists/possessed some sort of magic weapon. Too ambitious for a short jam like you said though.

With the combat I originally wanted it to be a lot more methodical and slow, but I didn't have time to tweak the enemies and everything so that's why the combat is pretty meh. The enemy attack animations I chose from Mixamo were also too slow so like you said you can just back up. Originally I was going to make a ranged enemy so in a room you might have to fight a ranged and melee enemy.

The idea with the trap was that the player could only see it with the torch, then hit the lever to deactivate it. The problem is the game is too dark and the spikes model should've been taller to you don't have to look down to see it. On my monitor it looks a lot brighter and you can see the trap and the switch. I need to calibrate my monitor to be more what a normal person would be using. The original trap idea wasn't spikes it's just what I could find last minute. Something more eye level would've been better.

The end cultists were rushed. I wanted to have maybe 3-4 normal low health cultists and then a "boss" that was protecting the book. Ran out of time and just increased the health. The artist also made a variant cultist with tentacles sort of tying in the lovecract/necronomicon theme, but ran out of time to add it.

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One thing I didn't want to have were jump scares, but if I'm being honest it does seem like the lo-fi/retro horror community likes them. Originally the skeletons had sort of a scream sfx, like the intro Daggerfall dungeon which the look of the combat was sort of based on, but it was too loud and gave away there was even an enemy down that hallway so I just removed that SFX. I could've set a trigger so when the 2nd skeleton gets close to the player it triggers the sound though.

Necronomicon ScreamJam2023

The basic idea was to have a dark exploration game that requires the player to use a light source. Similar to some games where a flashlight is used I thought it might be interesting in a medieval setting with a torch. Due to time the game ended up being more of a demo/proof of concept.

For some reason I ended up wanting to spend too much time learning how to animate in Unity and make first person combat, but in the end I think a game with much less combat and much more exploration would be more interesting. I should have spent my time on the exploration part of the game and less on the combat.

I gotta be honest, I got stuck. After interacting with the painting that makes the noise I couldn't figure out what to do next.

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Mostly have worked in 2D in the past, made a simple demo in 3D for the previous scream jam though. Want to try another 3D horror game with what I've learned in 3D for this jam. Experimenting I think the retro/PSX look is what I'd want to go with.

So far I was planning on using some assets like what elbolilloduro has been making, but would need help adding stuff that fit his look and some characters/NPCs. https://elbolilloduro.itch.io/ Possibly a little adventure horror game set in a town using their models as a base.

Or make your own assets. Open to anything as I can barely texture a cube.

I'm a pretty chill dev so never a lot of pressure. Jams should be fun and meant to further skills.

discord @saitointeractive

Movement is definitely more slippery than intended. I didn't playtest the WebGL version much and it plays different than the Unity player, but my fault for not testing properly and running out of time. 

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A bit confused on the collider setup. 

I just added a mesh collider to all the in game mesh objects, but curious as to how you set it up with the separate collider meshes?

Anyways keep it up, always enjoy your low poly assets.

I’ve played a lot that use Unity rigidbodys for physics like my game. I also probably forgot to put some of the code where it wouldn’t be affected by frame rate. I did that with a mouse driven game before and the mouse sensitivity was so low compared to when it ran 60fps in Unity. Lessons for next time.

For games like this I'll usually add the controls on the pause screen.

Adding tutorials in games is more time consuming that it looks. You need to make a system that pauses at triggers (i.e. player hits one of the movement keys), then displays next tutorial text, then next trigger (i.e. player uses weapon key). For jams most people find this to be a waste of time vs improving other parts of the game. 

Some people add in when the game starts a dialog box that says the controls, i.e. WASD to move, A to shoot, B to jump. I sort of did this with my game, but was more to just list out the win conditions of the game quickly.

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The ship should be decelerating more quickly. It happens sometimes going from Unity to the WebGL build, the framerate or physics sort of change from what you're seeing in Unity. Another game I uploaded had a similar issue, but I need to be better about testing it on Itch first. I agree in the web version the movement has way too much momentum, makes aiming difficult. Maybe if I went with an auto aim instead it wouldn't matter, but thought that would make it too easy.

Great idea. Art is great, conveys the dungeon in a low resolution. I just couldn't finish it, feel like I explored a lot of the dungeon, but didn't find the end boss. The random battles seem a bit too easy. You can just pick random attacks, then heal, then random attack. Also I think the health bar isn't working.

For the map screen rotating the player icon to the facing direction would help a lot with navigation.

Also some way to tell the player the general direction to go. I don't think I go to the boss/bridge monster people are referencing.

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Yeah, the lack of background in the original version is a big issue. The new version has the background. Stupid mistake where I accidentally disabled the background starfield before I exported the game. I can also increase the deceleration so the controls are less slippery. The game is running a bit faster in the WebGL version vs the Unity editor even though I tried to limit it to 60fps. Will need to see if I can adjust the settings, the movement should be a bit slower and controllable. Should have tested more before uploading.

The map screen needs some work. Mainly there's a bug where the icon for the main base is blinking on and off so when you pause the game its only a 50/50 chance it shows on the map screen. It's the largest icon, cross shape. I'll fix for next version.

edit: yeah I just played the web version and the movement needs adjusting for sure. The deceleration is a lot slower vs in Unity. You'll eventually stop, but it should be much faster.  Gotta remember to test games more thoroughly.