Thank you! To be clear though I did end up going over the time limit - in total I spent around 5 hours on the final game - really appreciate the kind words though :)
Not Jam
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I haven't looked into color fonts, but it might be a good way to play with anti aliasing? I'll have to look into it at some stage
The main features I use are:
- Kerning pairs
- Exporting/importing JSON settings for quick updates
- The way glyphs are set is incredibly intuitive, and it's extremely quick to set up the set of glyphs I provide as standard for my fonts
Thanks for getting back to me! Think I've figured it out - please try the following steps and see if your issue is resolved:
- Ensure the font is rendered at an exact multiple of 16 (or 19, depending on which variant you're using).
- Navigate to the import settings for the font
- Ensure the following settings are set correctly:
- Antialiasing should be set to "None"
- Generate Mipmaps should be off
- Hinting should be set to "None"
- Subpixel Positioning should be disabled
- Once all settings are correct, click the Reimport button to reimport the font
Your import settings when reimporting should look like this:
This was wonderful! Love House of the Dead (lots of fond memories of pretending to play it in arcades growing up) so felt right at home here :)
Shooting the boxes works really well as a mechanic here - they're tough enough that taking time out to destroy them feels like a risky tradeoff vs just trying to kill enemies, but so worth it for the chance to get more bullets.
The game feels very well paced, with a nice range of enemies (great use of the glitch monster here!). Difficulty was perfect for me, managed to beat it on my second run :)
Love this use of the assets too - was really cool to see them used in a 3d environment!
This looks gorgeous, love the monochromatic aesthetic, and the attention to detail like the movement of the grass in the wind and the falling leaves adds a lot to the ambience :)
Took me a while to figure out how to spare the enemies, and I never managed to spare more than one per run, but I still thoroughly enjoyed this!
Thanks Mandy! Totally agree with you here - I find having some insight into how other dev's work has performed to be really helpful, and would love to see more devs share this kind of info (although I understand why most don't!).
I was really surprised with how the fonts performed too, both in terms of income and downloads, but very glad people are enjoying them! I'd been expecting donations more in line with my music packs, so I've been a little overwhelmed at the support they've received, and very grateful.
As far as games go, I don't permit payments on any of mine at present - they're all very short jam games, often buggy and a little weird, and I wouldn't feel right allowing donations on these just yet. If I'm honest, I'm very nervous at the idea of charging for any games, as I'd want to make sure that anything I release commercially is up to a much higher standard than anything I've put out so far and always worry that I don't have an objective view on anything I'm working on.
One thing I'd be really interested to learn is how similar projects perform if they're released with minimum payment vs released with donations. With the fonts, for example, from 4434 downloads they received 120 payments, so around 2.7% of people made a donation - if I'd charged a small fee for each, how would this have affected the attention they received, total downloads and revenue?*
*(Just to clarify, I don't regret releasing them for free: I'm delighted that I've been able to share these with so many people, and being able to give them away was really rewarding for me. So many of the tools I rely on (Godot, GIMP, Blender etc.) are free, and while I'm not currently in a position to support them financially having another way to give back to the community is really important to me)
Apologies for the stream of conciousness response, I had a lot of stray thoughts left over from writing this up, apparently!
Best of luck to you too - Heist at the Museum was wonderful, and absolutely spot on with its message, so looking forward to seeing what you release next :)
I'm never sure whether to comment on the game page or the jam page, so I'm doing both :)
Absolutely fantastic! The gradual increase in tension was paced perfectly and once the lights went out it maintained the suspense right the way to that wonderful ending - perfect way to close out the game! Loved this
Thanks so much for sharing! The game is great, some lovely one bit pixel art, and a really solid gameplay loop that ties in really well with the narrative. Just about managed to get to the end and surrender to the DreadHand with just a couple of hearts left, difficulty felt perfect. Loved little details like the level decreasing as you give up your power :)
There's loopable versions of all of the tracks in the main download labelled "all tracks", but if you've got data restrictions on downloads I'd be happy to temporarily upload the loopable version if that would help?
Managed to die to the first spike on my first run, wasn't expecting how the game responded but loved it!
This was great, a short but diverse and frequently unsettling experience that was the perfect start to the spooky season for me! Each minigame works really well to mix up the pace, particularly enjoyed the direction the Rorschach tests took and the final encounter
I got ending number 3 :)