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MWarrenAI

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A member registered Sep 23, 2025 · View creator page →

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That's fair if you are still learning, the reason why I chose not to use parody characters was that this would not be using my own assets and I wanted to make sure it was all my own work. My work was just as short as yours however, I do think despite everything you show potential. Just keep in mind that GameJams generally prefer original content. The reason why I said that it was questionable if you broke the rules was because the rules said that the assets needed to be our own - that means copyrighted material (e.g. Johnny Bravo) would be considered intellectually owned property that would mean if you used this material commercially in any way it would put you in a legal gray area. Johnny Bravo is still owned by Cartoon Network and as such if you planned on making any game featuring his likeness that you sell for money you would then be at risk of being sued.

Luckily this falls under parody and fair use but it's risky to publish anything with a trademark or copyright holder, it's unlikely cartoon network would go after you for what I would describe as fanart so there's no risk of that happening, however the jamsepticeye detail states:  Assets: You can use premade assets or assets you have the rights to use, but don't pre-make assets for the jam. You can read about it here: https://itch.io/jam/jamsepticeye

^This is where it gets questionable as you could argue parody or fair use but I know for a fact you're unlikely going to have the rights of Johnny Bravo sitting in your back pocket. I appreciate the honesty never the less, Sean may overlook it really I don't have anything against the game remaining as is after all you're learning like most of us here. I'm sure some artists have traced without any of us knowing but it's all up to the decision of the judges I guess. I don't bring it up to make you feel bad but, to make you aware of it as you seemed to be the only entry I noticed using copyrighted material (even if you draw it yourself the character and their likeness is still copywritten). 

Yeah it was buggy admittedly the tutorials I followed had a few bugs which I will be fixing, I may do a tutorial of my own to iron out the problems I had with the tutorials I worked with - this is to make development easier for people and to show the problems you may run into making a RPG from scratch based on undertale aspects. Tobyfox's game is by no means a masterpiece in game design but there are many things you can do with Undertale so that it's less of a mess. Take for instance the Story: half the time when I was going through undertale with sean (because that is how I experienced it) I noticed it felt all over the place, the game wanted to do too much too fast and I felt if the game slowed down and tried to flesh out who Frisk was: what were their motivation for going down here and maybe gave them some dialog I would not then feel like sean was controlling a mute who didn't have anything to say.

The idea of Chara was also confusing - the idea as a concept great! But the problem I had was they were introducing elements that don't make sense unless you played the game multiple times: from an earlier video deep dive on the topic: the game seemed to be about stories and how we use them to catalogue our understanding of the world around us: the problem I have with this theory? It's far too broad and the morals of the story about acceptance of others and befriending others is well: too much fluff, reality shows us the world is cruel - it doesn't care if you are kind, brave, smart, caring: the problem with expecting others to "be the best version of yourselves" is this is a toxic positive mindset: you'll always want to improve, you'll always put yourself down for shortcomings, you'll start getting upset at others not sharing your mindset.

If I were to describe Undertale it is Toby's vision for what is wrong with RPGs today and how he visions them in the future. They may never be his version, maybe they would share elements but from what I gather Toby never intended his game to be analysed and described piece by piece he just wanted to make a fun visual game with rpg elements sprayed in, his game got more attention than even he thinks he deserved. It's not about "being the best", "making all the friends", "being funny", "solving puzzles" those are just elements of what make undertale work. Toby wanted the game to be his version of games like Earthbound - since that was what the game was based from. Ethics aside, the game was a spectacular spin on the typical final fantasy games we play today, it showed that you don't just have to make a game about fighting: it can be about understanding and appreciation.

Getting back to your comment, the tutorial was quite rushed and was made by someone in high school I fixed some of the problems I had by following GameMaker's tutorials which I should be doing going forward as the tutorials I were given didn't help with bugs presented in the game. I think with some hard work and dedication I can finish my game to be the version I intended, I want to make it more like Persona and less like Undertale as I saw that a lot of what I liked about persona did a better job of introducing the characters, Undertale has heart but it lacks structure it's clear Toby had never made that many games before and basing it heavily off how Earthbound made their game wasn't really a good idea as they also were limited with what they had back in the day.

I think Toby recognised this going forward with their newer game which I may look at later, right now I think I should get some rest and work on my university work it has been fun learning with you all.

It was fun I just wished better care was taken in the visuals and controls it made the game too challenging/long there's a balance for these kinds of things - if your game is so difficult it makes your player rage it's not fit for purpose, if your game is too buggy and cannot perform as it should it needs fixing and in your case if your game's pacing is too slow to enjoy the content: consider lowering the difficulty and shortening/lowering the amount required to progress. 

The game has both a visual and a difficulty problem: as it was it was okay for a prototype but if I was to get a first impression from that I would probably consider a different game. I don't say this to be mean, I say this because I care about the overall look of a game if one aspect is putting me off it's likely making others consider it in a similar light. If the game was more visible (like having a field of view or light beams in front of the ship) then the game would be far more playable, but as it was the game required too much trial and error to be enjoyable.

Don't get me wrong, I loved the concept, I liked the idea of floating towards debris but the problem was it felt too random and some deaths felt unfair. I think with a visual overhaul this game would do well, but I needed to judge the game fairly and that is the version I was presented with. From what I saw it showed great potential but it needed further polish to make the game more appealing. The dialog for the tutorial was way too long: you could just have the text appear on your hud instead of skipping over it every time - making the game more interactive is what I would advise. Don't of course turn it into Superman 64 but turn it into a game whereby I can quickly understand the controls without being bogged down by a text box. The best way you could do this would be to make the tutorial interactive and not limit the player to scrolling through piles and piles of talking. 

I got to what must have been wave 3? Then the earth got too hot, I thought the game's pacing was a bit slow in areas maybe you could have improved that: I personally didn't see much other than a few guys pop up and disappear around the earth: honestly, I had limited time to play your game if I didn't experience that it's likely I lost interest due to how long it took.

More specifically - if there's writing on the notepad I need to know what it said previously else I lose the hint.

Try and make the note pages not disappear, perhaps include the instructions as part of the game menu: you click a button and it takes you to the instructions then you click off the instructions and it takes you back to the main menu, a menu would give you an opportunity to set options, etc. I did bump up the rating a tad but with the state it was in originally it made the game difficult to experience, a game needs "some" light for it to be played, I can't play a video game in the dark I'm afraid it needs enough light so I can see a little more than just the candles on the floor, the problem is the game needs things to be obscure but not so dark you are struggling to move forward. Try increasing the player's vision just enough so they can see where they are standing you can still do scary as long as your player can see!

Thanks for playing! I hope to improve this in the next patch, more content will be released after the results.

Thanks, I plan to fix bugs in the next patch I have a feeling this is something I either missed or it's the way she programmed it that is causing the flashing issue - generally, this game will be more fleshed out and I will make it better over time. Graphics will also be improved and if I have time - music and sound.

Crashes when I try to visit mum =(

Very well drawn! I love point and clicks and this looked fantastic, I'm going to give you 5 stars for your effort. Well done!

Cool game, but unfortunately it lacks content, but a good effort!

Fun game, cool concept, little long but I imagine it's a fun game to beat!

Amazing! Really well made! I only wished the game was a little easier!

Admittedly I was in a rush to get the flash to work, the tutorial I used didn't go into much depth and I was short on time, I agree entirely about the art as that was one of the things I will improve in the next patch but that will be after the jam so I am not cheating. Environmentally wise: the game would have featured more obvious solid objects and the swamp water would be animated. I dare say, the only reason it is in the state it is in is because of time. Better care will be taken in future.

It was a really well made game: I loved the art, sadly the music was a little repetitive but it was an excellent game! You deserve the praise, well done!

I believe it was the web version given the quality of your work I did give it a good rating regardless

Granted you could argue parody of johnny bravo under fair use, I'm not sure they would consider trademarked characters as this would violate the rule about getting the right permission to use an asset. As such: if I were to give you a fair rating, I felt the game was lacking in originality, didn't really feature that much of a game element besides witty banter between two characters, it didn't really feature that much death besides one maybe two? The visuals were okay I suppose. Overall though it just felt lackluster, if you spent more time on it maybe with a character of your own and didn't just make dialog boxes this would have been better received, but as it is I didn't have much to praise unfortunately.

Cool game! Little short loved it. Good job!

I LOST!

And I enjoyed your game, great job! YOU WIN!

Well made but there's game breaking bug: drawing means you can't exit the fight. Visually its okay the text could be better, it's creative but needs polish, otherwise a good game.

Cool game, like the concept, there's a game breaking bug that makes it so I can't play anymore if my cards both die and the computer has no cards I'm stuck! Otherwise it's a fun game, the text is not on the card properly, but if the game is anything like I experienced I imagine it's good, I wish you luck!

I did, I couldn't find much to critique besides it's length, it felt like there could have been more puzzles but yeh time constraints I gave you 5 in everything because I liked it overall, I just wished it was longer.

I given it it's fair try, I got stuck on a wall and got fed up. The game was too awkward for me. The bug kinda ruined it for me. I did like the art but in places I felt some of the art could have been improved and because it was so dark I couldn't enjoy what you were showing me half the time I was trying to feel around the room because it was too dark. Honestly, try make your game more user friendly next time, if your user struggles to play your game they will likely get too frustrated like I did and not want to continue, I got the gist of it anyway, it was otherwise fun but the bug was just too much for me, I experienced something similar with the web version. What I liked was the atmosphere but I just grew annoyed that I couldn't move after getting stuck.

A bit short but, I can't fault you on anything. Good job!

Another good game, it didn't overstay it's welcome, it was short and sweet. A quick fun and enjoyable visual novel, I can't really fault for anything besides not having an exit fullscreen button on the main menu (but I'll ignore that).

Good job!

Short. Simple. Fun. Fit the theme. Looks good. Even has music, ticks all the boxes: well done.

It's certainly a unique looking game I'll give you that, however it can get dull after a while, what it needs is maybe a challenge to kill x amount and then you have to satisfy him and kill the lifeforms as a clicker it does the job, but I think you need more powers and something to make the game more interesting, as it is it feels too minimalistic.

Maybe this just isn't my type of game really.

Whilst i enjoyed the concept, the game lacked a means of dodging and blocking - this made levels unbeatable due to the level being swarmed with bullets. I think if given more time you could have made this less irritating to play and maybe gave the more unique attacks rather than slashing and shooting. As a start it looks okay though I felt you could have added more textures, I did not like the chess board tiles it made everything look so busy to look at. I think this comes down to a lack of time, but then again, I don't think a block or a dodge would be too hard to program especially if its a bullet hell style game.

Thanks very much, I wished I could have worked harder on the visuals but given the time frame it was good enough. Next update will been released after the jam, I hope to make it more fleshed out in the story department as well... it was more a learning experience. Considering I haven't touched GameMaker in years and I never made an undertale styled game before: this was all a new thing for me.

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Fun concept but not very user friendly and I think some of us will lose interest after a while, I got up to 3 bars in all before I lost interest. The controls are a bit too floaty for my liking everything is too dark (maybe a flashlight upgrade!?) 

The tutorial is far too dialog heavy, I know you can skip it but this is the classic show don't tell thing people in movies fall into where they exposition dump too much: same for video games: helpful tip just include a small lit space that the player can use to get used to your controls: have them appear on a hud so you can see what keys to use without dialog then have the player act that out, you could make the whole dialog like a radio you see at the bottom of the screen for example. 

If your tutorial requires me to rapid tap more than 8 times you've likely added too much dialog, keep the tutorial brief and to the point. When I play a game and I have to sit through 2 minutes of text scroll: it can get tiring. 

The mining is too awkward and your controls are a bit too floaty, I understand what you were going for but you can add other upgrades to make the game seem more accessible.

I think for a game jam despite these problems it's good, but if there was more content before 5 for everything it otherwise feels the game was made far too long for me to commit to seeing if there was an ending.

As it was it was a fun game but was lacked content and maybe some quality of life features to make the game more playable and less difficult. Very occasionally I would crash into asteroids simply because they were not visible - if the player had more light to work with then I would overlook this, but given some players may already have poor vision it doesn't seem very user friendly to make them squint to see where the light source is.

I'd say it needs a little polish but otherwise good enough.

Likely the art and textures will improve if I find that there is a better means of representing something that happened it would make better sense: I'd consider what happened here in this version a sort of version 0 where it may just parody what the actual content is like - exactly like with what Toby Fox did with Sans early on. I plan on improving the art style as I go really, so I wouldn't get too attached to how it looks now it's a visual draft at best.

Thanks I hope to improve this in a later update :)

Good idea, but what held it back was no options for music control what could had made this more engaging would be a level select screen and challenges the player has to beat to unlock stages but as it is it was good content for two days.

Great job, I liked the music if only there was volume controls though, I kinda wish the tiles were selectable but i guess that would take away from the puzzles made, but short and sweet.

Incredible! It's short but that's GameJams for ya - if given more time you could have explored the horror aspects further, I loved the Jacksepticeye easter egg too it was subtle and cute.

From what I played this is an excellent visual novel, I will probably come back and play this properly when I have the time: Good work!

Thanks this was originally going to feature an old man on life support but at the last moment I thought it too dark so I inserted myself: in a future patch, the game will feature darker heavy hitting content but with a positive spin on this, the idea was based on my own pessimistic outlook on life when I was younger and later on: I decided after achieving my First in AI and Robotics to pursue a Masters in Games Computing. If anything this is both a project based on my past thoughts and feelings and trying to show how I overcame that, I still occasionally suffer from anxiety and depression but I wanted to portray there is positivity to be found in negativity and that you should always think more openly and not blame yourself.

Basically, my story is much about depression as it is overcoming it however at the moment it is in early development. 

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In future, please credit the original source for anything you use that is not your own. Bear in mind not many of us have that knowledge prior - it's okay to leave it in a description just do not touch your game files to ensure you are not cheating. I played your game, whilst I liked the atmosphere and the art, I did not like the mechanics, several character models were just thrown in there without polish, I'm guessing you're new to unreal because some of this looks like you just took the character models and did not program health. I tried throwing balls only to have them bounce off harmlessly. Still, it's a fun enough game but it lacks polish I will rate the game after thinking carefully on what I liked vs disliked.

It looks fun, I hope to play properly later.