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nubowski

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A member registered Jan 24, 2023 · View creator page →

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Yea, exactly. The story short:
we re thinking for couple of weeks what could we make, what ideas do we have and what systems or mechanics we want to test in live. And ofc we wanted to make a complete project. One day, I opened Jams and this one started in 30 minutes, so it was a signal for us to start acting and stop thinking. So we gather all our thoughts and decided that the only thing we could handle is the outpost sim project, not overcomplex, but playable. As far as the wastleland / post apoc setting was our top1 - we dropped the submit and started dev process.
But, in parallel, we started a huge crunch on our full time jobs (fun fact, we re not working together), so several days were completely off.  

Anyway, we re ready to upload a new update (~30 locations, ~scenarios, dozens of fixes, fully rewrote gameplay systems and ui systems, localization and lots of infrastructure code as save systems and so on) and we ll start updating as far as handle some minor pipeline things and take a rest for the weekend out of working place, coz last 2 weeks were overdoze of tasks and problems, Jam + crunch was huge :)

And sorry for my EN,  when I type fast, it gets… creative :D

Please don’t get me wrong !

I didn’t mean anything bad at all. I just meant that wasteland and post-apoc themes are often associated with something more grounded and terrestrial, rather than abstract or outer-space environments. The idea is great, also you have a solid lore concept. And that was a typo I ment “vision” not only “visual"  So I wanted to say that even taking the fact that this setting could be slightly outside the usual boundaries - I like the concept and direction.

Im sure you have to finish. At least the idea of making friends as your characters should motivate you to end up as a fully working animated cozy game :)

I like the idea, scenarios with some choices in between exploration are great. I ll keep an eye on your project, interesting to see what you will do, what lore will you create and what mechanics you ll bring to it.

Cool, a zombie shootout! It would be awesome if there was multiplayer support someday — or even local split screen for two players. It reminds me some oldschool co-op arcade games. Not sure about the style fits the theme yet, but Im curious to see where you take it, keep going!

Btw, any chance to lose the game besides running out of health? I mean I didnt get what exactly serum does. Also, just a small tech question - is there a reason the build size is around ~1Gb?

Nice vibe here, but the final route was a bit tricky for me, I think its caused by some hardware gpu stuff or something, was hard to controll the character to make a precised jumps tho.

Also tried to find the location from one of the notes, and failed. It there any place in game from the picture with a pipe?

This is a really good one, honestly. The only thing Im a bit unsure about is the radar. I kept watching it very carefully, waiting to spot some hostile dots, but that never seemed to happen.

It might be interesting to add a cooldown between light uses and maybe make the radar something you have to “listen” to rather than constantly rely on visually. So you light up surroundings, remember and then have some "turns" to move, before the next light, while hostile creatures could follow you in darkness and you have to manage to remember the obstacles etc.

Even though the prototype isnt finished, art style feels very strong! It would be great to see some character animations eventually. Also, you could always use photos  of all of you friends for other characters :D It sounds fun, I believe. Wanna take a look at the result, after some updates.

Sound design is huge. Like the character style and overall art direction and how the sound highlights personalities

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Its interesing to exp a piece as a standalone work, not stricktly as part of a game. Ultimately, no one but you can decide how to exress yourself through music.

But, that said, if I may gently suggest something - it might be worth exploring a slightly more tangible, structured form. Coz bringing a cleare sense of shape to the composition could make it feel more and much more grounded and cohesive. Spend some additional time on instrument velocity and overall sound design choices. Sound is important. Music is like a math + phys, math rolls what you are playing and phys rolls how it plays. Also theres nothing wrong with leaning into genre conventions, even if they feel somewhat cliches. In applied music, esp in games - clarity and recognizability are strengths, not weak points.

Just sharing these thoughts with respect for your creative vision.

Like the atmosphere of empty cities covered by fog. Even if the genre is different, I can do nothing with that :)  it always brings back that nostalgic feeling from when I first launched silent hill.

Also, might have experienced a few laggy moments. Im not entirely sure what happened but at one point my fps dropped close to zero

As a fan of the genre, I really think that this core have a great potential. Im strugling at start about visual representation of what is going on, coz the core gameplay is quit heavy and complex for "plug and play", but a slight tutorial + some visual polish should disarm these strugglin's.

The scope is huge for the short jam, so good job. Want to check your next updates, good luck!

Its simple, but complete. Cool drawings. Maybe a bitpressure things would be nice to see here, like queue grows if you re making slow to make some score-related  / score-tabs session resolve and drive the player to make mistakes, some swap-tap friendly mechanics.

Thank you for playing!

We want to leave the simple loop and resource managment in the future, at least we ll try, and yea, quick tutor should be done.  Thx again for your kind words.

Like the level design and the world "feeling". Its quite hard to controll the bike, but thats the thing that could be polished later I believe. And, it ran away from me, slided away, to be correct :D

Didnt find the code, but will try again later. 

ps: shadows are creepy :D

Thx a lot!
Yeah, you mean there are no controls explained and no tutorial at all 😄 Sure, we'll do our best — at least we'll try. Right now that's definitely a critical weak point.
Honestly, it would be super helpful to gather some feedback, especially about the UX/UI and overall feel during development,  once we nake the tutorial and finish the ui iteration.
Oh, and we dont have any sfx implemented,  which is another big weakness imo. It really hurts immersion. Hopefully we’ll fix that soon.

Im not sure if your game fit the Jam's main theme tho, but I really like this visual

Good question. The goal is to make a solid sim, including the personality of survivals, I mean technically there will be some peeps with own traits and even combat system and skill system, its partially done, but need some time to connect both worlds. So if we will handle all these without any big surprises, maybe, we ll make a 3d playback for events/combats/some outpost view etc

So yea, we have this in backlog, but not 100% sure it will happen.

PS. and second problem with the 3d - is style, we re still discussing how it could looks like.

Found lonely corpse - check

Found some water to proceed - check

Fight with some foes - check

Saw the MUTASNAIL - check (its awesome)

Found troubles - check :D


Im sure with some content - it will be great, with some additional balance etc. Anyway, here is a pretty complete game loop here, so good job!

We re ready to make a content patch :D w8ing to the end of the Jam :) ty

Like the character art, really! Also its cool and a bit creepy to look at the 2d sprite inside 3d scene, especially if tis hanged man :)

Great idea! And a great, neat implementation of the theme!

For now - only mouse clicks, thats all control, keymapping is otw.
Map panel is always open, coz we had to disconnect other main (center) panels, as joyrnal/scenario-lines/etc, coz of out of time :(

Also, we were re-building project to webgl ~5min before the jam deadline thats why the only way to properly play is full screen.
And moblile or different resolution of 1080 16:9 dont have a good mathing.

So you can speed up the timer, when signals will apear, they droped to the left panel and you can deploy. Once expedition reached the PoI - you can start activity (also click details for learn something about the place)

We are ready to update the build with ~30 locations and same amount of scenarios with lots of balance updates, but have to wait till the jam's rates will be closed :)


Thx! All feedback and suggestions are giga wellcome! <3