That’s awesome! I’m so happy you like it and that your teacher’s recommendimg it. I’m currently working on a game with a similar graphing mechanic that has more content and it’s design is more “educational” (but still fun!). Stay tuned for that!
nandbolt
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The link should work? It should be a permanent invite link. Here’s the link’s url text (https://discord.gg/mZ6MkRuW9w ). If you can’t join using it let me know and I’ll generate another invite link.
You’re highly encouraged to make the game yourself as much as possible without using AI! To me, the spirit of the jam is to find the time to make the thing you want to make without being too stressed about it. You have 2 weeks, there’s no ratings, no prizes, and the theme is optional! I hope people take this as an opportunity to learn more about developing games rather than trying to compete against others, and in my mind AI is usually used to take shortcuts that hopefully people aren’t tempted to take here.
That being said, if you do end up using AI assets you should always let your players know you did somewhere, probably wherever you credit any assets you’re using that you didn’t make, and let players come to their own conclusions about it themselves.
There is no end in death. As a lowly spirit in a monster battle arena, fight for survival and gain enough XP to ascend to the next monster tier. Escape the MONSTER CYCLE!
Play free here on any browser: https://nandbolt.itch.io/monster-cycle
Yes! I just uploaded it to the BBS (https://www.lexaloffle.com/bbs/?tid=139937). I was planning on doing this when it was finished since the code is pretty messy, but I guess I’ll just update it later when I finish it.
The demo for Hopstep, a frogger-inspired game where you hop through procedurally generated levels while trying to avoid cars and snakes is available to play now for free if you’re interested: https://nandbolt.itch.io/hopstep-demo
Summary: ILIAGC: I Live In A Graphing Calculator is now available for free to play on Itch! Play as… well, someone stuck in a graphing calculator of course! Have fun traversing mathematical equations of your own creation as you collect coins, buy items and achieve the highest score you can reach. It runs on either the browser or can be downloaded and played on Windows PCs. It’s got decent gamepad support and supports multiplayer of up to 4 players (I think).
Game link: https://nandbolt.itch.io/iliagc
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New jam. New game. Consider checking out Tenebrific, a game I made in around 2 weeks for the #NoticeMe Game Jam. The goal in the game is for you, a being of light, to prevent darkness and its kin from spreading by destroying dark wells. Once they are all destroyed, you move on to the next level. It loops back around like in Risk of Rain so you can go to infinity. There's also an arena mode where you can see how long you can survive in a small level. I hope you give it a try!
GXC submission (for Opera GX): https://gxc.gg/games/ytl7a8/Tenebrific
Itch version (Windows): https://nandbolt.itch.io/tenebrific
Explore strange planets. Mine resources. Build defenses. Reconnect to your home planet.
Nowhere Near Earth, made for the Opera GX Game Jam, is free and available to play on any browser. :)
(Singleplayer + Local Multiplayer!)
Game Page: https://nandbolt.itch.io/nowhere-near-earth
Hello everyone!
I have been working hard on making my game better ever since the end of jam submissions. Being the first jam I actually submitted to, I was happy to be able to submit something but wasn't satisfied with how incomplete the game was. Now, since I believe the jam winners have been picked (I think), I wanted to finally push an "end of jam" update out. The game is closer to the vision I had initially for the jam, is more complete, and in general is just a better game. If anyone wants to check it out, the link will be down below! (feedback is also appreciated!)
ALSO! For those of you still working on your jam games, or on future projects: good luck, don't work too hard, and keep making games!
ALSO! I feel a little bad promoting myself like this, but hey, I made this game for this jam, so I just thought I should tell someone, you know? And this community area seemed appropriate...
Game page: https://nandbolt.itch.io/neokyo-city
In a city governed by drones and powered by neon gas, hope soars through the rooftops in the form of a rogue human. Jump across rooftops, hack powerboxes, and avoid the ever present drones that oppress the citizens of Neokyo City in this open-world 2D platformer.
*Initially made for the Amaze Me Game Jam*
Link to game: https://nandbolt.itch.io/neokyo-city
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Thank you very much for playing my game and for giving me feedback!
I think hacking the drones would be pretty cool, perhaps if they docked somewhere that could be a good opportunity for the player to hack (or having the player land on their head could work)? And I agree with the level design, I wasn't able to implement more platforming mechanics in time, so I ended up using those protrusions everywhere while building the level to make sure the player could at least climb building.
I will definitely take your feedback into consideration while I continue to develop the game. Cheers, and thanks again!
Thanks so much for completing the game and giving me incredibly thoughtful feedback! I was really hoping at least one person would make it to the end.
How I approached the jam was to work on each mechanic one-by-one, slowly building to the idea that I wanted to get to. This worked well at first, but it was pretty slow, and towards the end of the jam I had to start tying everything together really quickly. I ended up making the entire level hours before the jam submission period, as well as the player's main objective in order to give the player something to complete, so I didn't even get a chance to test the level, or complete the game, before I submitted. When making the level, since I didn't get to the other platforming mechanics that I wanted in the game (e.g. walljumping), I tried to make each building climbable for the player, so I ended up putting little ledges all over the place.
I really agree with your point on making the world more fluid for platforming, and I'll definitely be working on that, as well as making it more "open-world"-like. And for sure, conveying more information to the player is a must, and I was really anxious if people were going to understand what to do. The hacking was sort of my "version" of lockpicking from Skyrim. I wanted it to be tense when you tried hacking, and I definitely understand how random the drones can be. If I had gotten to it, the drones wouldn't have even pursued the player normally, only after or in the process of doing "crimes", like hacking or being in a restricted area.
I'll be working on the game over the next couple weeks and hopefully get it closer to where I wanted it to be, so if you're interested stay tuned! But most importantly, thank you for playing my game!
Very cool world!
Really enjoyed reading all of the dialogue from the robots, and I liked how the welding gun pushed you back as you shot so you could kind of use it to "fast" travel. Would have liked to see the different noble gas shaders/filters to be used in the gameplay or world, perhaps having different districts utilize different gases, as I found myself sticking to one of them (Krypton, baby!). And I noticed the slight lag on mouse movement, which didn't hurt the gameplay. Just pointing it out, as I could very easily tell since I normally play alot of fps games, and Im sure most people have.
Overall, I enjoyed exploring the world, and its quite impressive seeing 3D games being made with gamemaker!
Top-notch visuals.
Perhaps adding a Nuclear Throne-style camera, one that moves in the direction the mouse goes but clamps a max distance from the character, would help in aiming at the enemies as you jetpacked over them? I could understand not doing this, though, if this went against the atmosphere you were going for, as popular horror games like Resident Evil are infamous for their claustrophobic controls. Job well done!
Nice, simple 3D visuals, and the sfxs felt great! I felt like whenever I tried to go for a turret, it'd be hard to not take any damage because they locked on so quickly. I also think I went the entire game without getting/using a powerup; perhaps having a couple powerups setup in each level could alleviate that. I like the boss fight at the end, a very nice touch! WELLDONE!
Really like this game.
Music bops, and I mean REALLY BOPS. Really cool aesthetic, and I like the different themes with the body and how they affect gameplay. My favorite level out of the one's I've played (made it to mind control and died instantly as I was trying to find my cursor) was the first, it had the most chaotic and quick gameplay, which I enjoy more than the slow sidescrolling parts, but those really felt true to there anatomical counterparts. Will play more after jam, and will check out more of what you make in the future!
At the end of the day, we get out of jams what we get out of jams. If someone put alot of effort trying to make something new, they probably grew and learned alot in the process. I, for one, spent an embarrasingly long amount of time working on implementing delta time into my platformer's jumping code (around several hours?), which equated to, codewise, only 2 multiplications, and essentially nothing all that important to the player (unless they consistently run their game on 30fps instead of 60 somehow!). But, now I know more about delta time and whatnot, and can implement it wherever I please. The same goes for other concepts, like raycasting, pathfinding, using shaders, 3D, procedural generation, etc. If your goal in the jam is to complete a new game, hopefully you get a game out of it. If its to learn more about a concept, you may have to sacrifice adding content in order to explore and learn that concept. If your goal is to bring light to you as a developer and to your games by reusing parts or all of your previous games or assets, and if that is acceptable, then hopefully you get more eyes on you, but you do lose the opportunity to try something new and explore different ideas.
TL;DR: Hopefully everyone got what they wanted out of the jam. I for one learned alot about myself, what I'm interested in, how fast I can work, what is more important to work on in a jam, and that I like doing jams. In the next jam, I'll be better prepared, focus more on the important stuff, and hopefully make a better game. Keep getting better, everyone!
The game is obviously fun, and has insanely good visuals which fits to the jam, but I kind of agree with Carson K. It looks and plays almost identical to your previous game. Seems like you repurposed a previous game to fit the jam rather than try to make something for the jam, perhaps because of the prize? Either way, its up to YoYo to decide for that, but for me personally, I don't think repurposing a previous game fits the jam spirit. If you tried changing the gameplay, and maybe added more things having to do with neon, maybe that would be different. I don't think taking attack items off was really that big of a change.
Solid game. Love the whole aesthetic, and the background being used to block line of sights is really neat! The rotating camera is pretty unique, and the shotgun is really fun to use! Even though I got lost a couple times, I seemed to be able to able to backtrack very quickly, so I didn't mind. I'd personally like an invibility timer so I don't take a bunch of damage all at once, and maybe more telegraphed attacks from the starter enemies so that it feels fair when I take damage. But very cool, very fun, and a very nice job!
Pretty cool! The bullet mechanic is pretty neat, and its pretty fun to juggle controlling the bullet and dodging enemies. Nice implementation of raycasting, works well; I myself spent alot of time with that in my game, but I ended up using tile checks to see if the player was in sight (like a tile raycast). Slopes work well, and I like the enemy variety. Transitions are nice, too! If I could add one thing, it would be to make the buttons that you need to shoot more visible, or have like an effect on them, because I didnt even see them until I read the game page.