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ObaniGarage

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A member registered Oct 05, 2020 · View creator page →

Creator of

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Thanks, such feedbacks really mean a lot to us. It really feels to me like our most polished gamejam game so far, and I'm happy people like the concept. We were worried all along about people not understanding the point of the game or not getting interested, and it's so cool to see so many genuinely positive feedbacks from so many people.

Nice! Not many people made it this far, which ending did you choose?

Yeah it was clearly inspired a lot by Inscryption and King of the Bridge, even tho it plays a bit like tabletop simulator

Oh right, I didn't know which addon it was exactly, I just remembered we used the kinda old TV effect on a previous jam at some point (or maybe it's just a very common shader aha).

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Yeah we clearly made the text go by too fast, and the font being hard to read makes it even harder. I saw even native english speakers have a hard time reading some of the texts, so you don't have to blame your english level for that. It's too hard for everyone aha.

And yeah, the cards can be hard to control. We probably should have registered some events based on the direct mouse position and not the smoothed card position... Sounds like a good potential improvement

EDIT: the mouse position is actually used for the hand, so fixing this is more about adjusting the gamefeel with a lot of testing and different feedbacks, something we probably would only achieve by chance in a 1 week jam

I love platforming games, so I really enjoyed playing this, but I encountered a few problems that I had a hard time playing around at first.

I like controls to be snappy, and I often felt here like my character was sliding too much, but that's not just an issue of your game, it's pretty common in 3D platforming games (Clustertruck can be an example). I also found the wallrun/vaulting to be pretty unreliable and had to play without it, and only used slidedash/jump.

These obstacles passed, I had a really good time playing the game. The visuals are simplistic but very cool (is it the PostProcessing addon from Godot?), I had to mute the sound after a while tho because the music was hitting on my nerves.

I think the game concept is a 5/5 on the theme, it's probably the most fun and clever way to introduce the theme I've seen. Too bad it's this short, but other people would probably hate it if it was longer, so oh well.


TL;DR: classic concept but with a banger integration of the theme, cool visuals and sfx but headache music (maybe it's just too loud), platforming gameplay good but lacks snappyness and/or reliability (imo)

The game's artstyle and core mechanics are very cool.

I started dubious, but when I first touched grass and turned a monster to paper in safari mode, I started liking the mechanics.

After playing for a while tho I found the economy system to be pretty frustrating. The frequent change in sell/buy offers, some of which are clearly not worth the money, added to the fact that your film is very limited, turns the game in one where your goal is to amass the most money before suicide, because you keep some money between each death.

This makes it a grinding game where every little frustration and obstacle become a cause for high irritation, because every obstacle may bring you back to your starting point very fast.


So overall, it's a great game but the balance of the economy system deteriorates it so much to me that it highlights every small issue you can find in the game.

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The rules aren't very intuitive, but pretty simple once you get them: you just accumulate points and must not reach 30 or above.

You play one card each turn, and at the end of your turn should draw.

Spades remove 20 points, queens and kings pass your turn, and kings make you draw 2 cards instead of one.


The trick is that when the pirate is distracted, he doesn't know where you picked a card from, so the only thing that matters for him to find you cheating at this point is counting if you have the right amount of cards.

Hey, thanks for your feedback and for streaming the game! It is indeed RNG driven when it comes to the eyes, but dealing with them is pretty easy once you figure out how to. What's not RNG driven but can be considered as such is the enemies's positions, as they're not reset upon respawning and you can't really predict where they'll be in your next spawn. So yeah, the game has some RNG-driven elements, but we thought dying wasn't too punishing since you don't really lose progress when dying and monsters don't respawn.


As for the frustrating part of not knowing where to go, it indeed can be annoying, and doesn't seem to fit the "gamejam game" type of gameplay where you boot a game and lose interest if you don't feel like making progress after a few minutes (not a criticism btw, I do exactly the same). The game does have an objective and an end tho, but it's true that not knowing it makes you unable to know if it's just another unfinished gamejam game or not.
We love exploration in games, and exploration games in general, and a lot of what this implies is not telling the player things he can discover. I now notice how unfitted for a gamejam it is to not even have a single message showing you have something to do.


We noticed after making friends test the game that it can be pretty frustratingly hard when you don't know what and how to search, as some of them took 20 minutes to finish the game when some couldn't after an hour of walking into corridors. But it's a hard thing to weight, wether to reward the player for finding something on its own or spoiling him what to do and have more people finish the game. We're still experimenting a lot in this field (and learning a lot too, our last gamejam game was 4h long and way more frustrating).

Strafing was removed intentionally, even though we knew it may feel a bit strange at first. We wanted to avoid players from just strafing away from danger and only allow them to look straight forward. We wanted to push anxiety a bit from not being able to look/move around easily. But yeah, it can be a bit uncomfortable.


Thanks a lot for your visual and sound feedback, we put a lot of heart in them and are very proud of the overall feeling of the game. Also thanks for playing the game on stream!

I liked the ambience which reminded me a lot games like the fears to fathom series. Too bad the mechanics couldn't really be implemented in time cause it would've been a pretty cool classic horror experience.

One thing that disturbed me tho was the cut between the tension music and the chase music. There didn't seem to be any transition between the two and it seemed often that there was a disconnection between the music and what the AI was doing. I often saw it staring at a wall not moving while the music was forcefully putting me into anxiety zone.

Yeah we went a bit overboard with the length and toughness (especially with how punishing being "detected" is), glad you liked it still!

We lacked testing and the game can be pretty hard to understand for how many mechanics there are in it (without counting bugs we forgot)

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Hold X/A (depending on PS or Xbox) to skip the cutscene (need to wait 1/2 seconds), SPACE on keyboard.


Also, controllers don't seem to work on Chrome (especially right and left triggers)

I don't know if that's really rough or really cool to hear :p

I didn't make the most important part of the art :the clouds, trees, grass, player animations and the base blocks of the grassy tileset.

Wow, I didn't expect to get such positive feedbacks after the first quiet days... Thanks a lot! I put a lot of heart and time in making this game, I can't credit the person that helped me for the first day but it really helped a lot in making this game to have good basic gfx :)

Hey I got exactly the same problem, maybe we should try to report this to somebody somehow

Unfortunately I don't think I can anymore, I've had big problems with the way itch.io handles uploads for this game jam...

Thanks! It's too bad that there's this visual bug with big pixels (lucky you if you didn't get it), but I really wanted to make a confusion dream for this level. Happy to hear you liked it, I was really unsure about it!

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So I wanted to test if I could upload a hot fix on my game's page and not for the gamejam, because I'm gonna make my friends test this game tonight.

So apparently, itch.io let's you delete your files but not upload them when you're in a gamejam, and it also autosaves the page if you delete the files. So I just deleted my files with no page backup.

I put on some backup links that are really the thing I least wanted to do, if someone can investigate this case please.


Thanks...

Yeah I kinda wanted to have a dream feeling where you can jump "as high as you want".

It didn't work out as good as expected but I did design the game this way, so that's how it is now. Also I wanted to change jump physics depending on the mood of the dream, so it might be confusing to change jump heights. But this game is about being confused so I don't know aha :D

Beep boop, I don't think anyone in this jam tested my dreamy game yet, so if you wanna https://itch.io/jam/brackeys-7/rate/1419738

lmao t-pose fun xD

This is a platform game about good and bad dreams with some quick narrative https://itch.io/jam/brackeys-7/rate/1419738

I made a cool game about good and bad dreams with some narrative, it's pretty chill, you might want to check it out :) https://itch.io/jam/brackeys-7/rate/1419738

Hey yo I made a cool game with some narrative and nice music, if you want to chill on an ambient game, it's cool https://itch.io/jam/brackeys-7/rate/1419738