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TobidoT

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A member registered Aug 30, 2019 · View creator page →

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Yeah i realized it is hard to see on some screens, but as a last minute upload i added the shortest “introduction” to the game in the background of the menu with a screenshot and some descriptions.

No buildings do not have cross synergies. If at all they have anti synergies, as both foresters and hunters work better when placed on forest (dark green). And you have to figure out which is more important.

Each building requires a certain type of terrain and only its parts where it is on that terrain produce yields.

  • Forester => Forest (Dark Green)
  • Hunter => Gras (Light Green) or Forest (2x yield)
  • Farm => Gras
  • Hut => Any
  • Mine => Mountain (Gray)

The farm has additional benefits if it includes some water.

(1 edit)

You have to work your way up there. You start with 100 Workers as a resources. Every building needs workers. And yes in the beginning you can only build foresters to generate wood. With enough wood you can also build “Hunters” or “Farms” though, which generate food. With wood and food you can eventually build “Huts” which produce workers. And very costly mines, if placed on the mountains produce gold (which is in this version the endgoal). The current balancing is quite difficult and requires careful planning in order to place even a single mine throughout one playthrough.

Oh , i actually somehow overlooked that :D. Now it makes more sense.

Good start as a level editor. I think the movement needs one more layer or input (like a jump, or inertia). As i was unable to really gain momentum in any way. I tried building a ramp with the goal at the end of the jump, but it barely made any difference if i took a lot of space or started rolling only a little bit before the ramp.

Game feedback

First of all, it is a solid Pong clone with a powerup mechanic against a simple AI. That is nice.

It does not seem to possible to beat the AI without any powerups. Since there is no mechanic to control the behaviour of the ball, or as far as i could tell it also did not speed up, which means the AI can always keep up by simple following the ball.

But most powerups, except for the “mutliball” one, only last very few seconds, allowing you to score maybe a single point while they are active. And as soon as the multiball is active the ai is (understandably) confused and hardly catches any balls, making you get into the leads easily.

I also was unable to understand how the “coin” system works. Each time you hit the ball you get at least one coin, but i sometimes got up to 3 coins. Is that just a bug or some mechanic like moving the paddle while hitting the ball for more “style”.

Something about this entry feels odd however, like it is not entirely genuine.

Solid concept, though the controls are not playable, at least for me. Btw. “Ctrl + W” closes the browser tab. And using “1” for shooting felt strange.

If you did manually write the javascript for this consider calling “event.preventDefault” or “event.stopPropagation” on the keyboard events to stop this behaviour.

Impressive.

For playing some sort of interaction during the camera would probably be good like chosing which camera/horse to follow. Sometime it would just follow one horse head on and you have no idea how it is actually performing , because you cannot see th eothers.

This is really fun. Since i do like deck builder i had no problem understanding the concept, though some better indication that you had to choose one modifier of each collumn and which one you already picked from would have been nice.

Besides that, what does the ‘segment’ stat do?

Great job, it was fun. I only got to level 7 though and thought this was about to be the end level as it introduced an entirely new level design in a way that i did not know how to adapt, while at the same time reducing the possible attempts to, i think 7 or 8 tries?

The biggest annoyance was when i missed the shot entirely, it would sometimes immediatly show “skip” and sometimes i had to wait it to get to a full standstill, before being able to throw the next one. And often when i skipped, i ended up throwing the next bannana immediatly because i pressed space twice.

Yeah, i Had the same problem especially the 3rd slider was hard to predict, especially when the other sliders were in some random position.

Nice idea, looks and feels pretty smooth already.

My main issue was that after each try it resets the stage, so you cannot concentrate on solving one ball and once that works focus on the other.

OLC CodeJam 2025 community · Created a new topic AI or Nai?

Is there any specific stance in AI conten t/Help this year?

Last year javid was still “evaluating” if i remember correctly.

I’m Not planning in using it this time in particular, but would Like to know nonetheless.

Yes, it was only lagging in the beginning.

nice graphics, though i found the audio to be quite unnerving after a while, since it that monotone.

Is there a concept behind the aiming, like how to figure out whether you would currently hit or not? I feel like the two crosshairs did not realy help with that. Maybe it should have like a laser pointing at where your shots would land instead.

Also the game appears to be quite laggy without much happning.

Neat. I am wondering, if it was necessary to make the character dash towards the enemies when attacking. Makes it almost impossible to defeat the always attacking one, without getting damage.

On stage 4 the samurai guys were also attacking way to fast i think.

Realy good game. Art, music, gameplay all fits well together.

Though it a bit tedius for me when the boxes you had to push yourself were introduced, since you had to run in circles. I guess though that is kind of innate to puzzle platformers.

So i would not say these were too few levels, it is just about the right amount.

Looks like a good basis to take off. The sound effects hit hard.

As mentioned before. The enemies don’t appear to be any danger you once you hit the life steal perk.

Then it just becomes a labarinth game.

At wave 23 i also had some serious frame drops.

As a side note: Not that i dislike the cats, but thematically it is confusing. Why is thor a cat?

Good entry,

I don’t like the acceleration based controls, it feels a bit hard/slow to control.

Nice touch at the end though animating the escape, got a little scared at first :D for a new enemy.

Funny idea, sometimes the flowers burnt although i had put the fire out already.

Mechanic wise probably it is still missing a mechanic or two to make it interesting for longer plays. I would definitely say you should have charges on the bucket though as i would not always hit all things at once and then the one item that is still burning set the rest back on fire. And getting back to the next lake takes too long.

Also maybe consider not droping the water while on water i was constantly leaving the pond with an empty bucket, because i hit the key twice. Or mabye use another key.

Yes, to be honest, this was kind of a test to get a feeling of how people think about it. Depending on the result i might or might not return to this concept next year hopefully with finished gameplay and story.

I realized i would not have much time this week (basically both weekends occupied and normal work week). The framework i had already build a while ago, though there are still issues with it and missing features.

I wanted to include the information on how i worked on this and what prompts were used more prominently, but time … If you download the zip file manually there is a ‘assets.csv’ where you can find the links to the suno and midjourney prompts. Though you might need to have accounts there to actually see them.

As for the voices (that you do not hear in the uploaded version)

In short the process went something like this. I asked chatGPT to get me a description of some area for music and image. And what the ‘reason’ for the specific scene is (like: the player learns here about the spirit that is following him). The i would send those prompts to midjourney and suno selecting the results i liked most. Sometimes this resulted in me giving feedback to ChatGPT, because midjourney made something a little different and it was easier to convince chatGPT to change the scene, than fixing the image in midjourney to have specific elements in it.

If you want to have a closer look look i just uploaded it to git, though i am currently still refactoring so latest state might not work if you pull it. https://github.com/tobidot/html-adventure

Even after deadline you should still be able to update the itch-page. So maybe you want to make a screenshot and add it as a thumbnail.

As for the game, You could improve on the background match the actual “race track” more intuitivly, it is kind of hard to tell when the character is in air and when it is not.

Ah, sorry. Yeah i was unable to connect all areas in time. So you would need to use the map (reachable in the bottom right) to jump to other areas.

For some reason, this reminds me of one of the first “game” i wrote in C++, at least the one i remember as the first. It was just about collection wheat and planting it again, also with a similar art-style.

Neat idea, and obvious fit for the theme.

Is it correct that one can move a feet only in the area where both circles intersect? That’s what i understood from the UI, but i feel like it got stuck before that sometimes making it a bit intransparent of how i actually should move.

I don’t think i quite understood the game-idea here. Is there any reason not to put the mous at the very edge of the board and wait for the percentage bar to reach 0%?

I could not figure out any advantage of first adding some liquid somewhere else, even challenging mode would just mean you need to find the single spot that just so happens to create the fastest way to the edge, i did not look to me like there was a way to figure that out by logic, just trying what looks est.

Did you maybe intend to introduce a mechanic, where you first have to use some water to activate a lever for example, and only after you did so you can start pouring your water to the edge? I think something along those lines is missing.

From the concept and setup i really like this.

With a bit of polish more events, balancing and maybe some storry elements, this could be fun for a while.

I wonder though why you added a character designer :D, since it does not really add to the game loop and the time constraints on a game jam are usually quite limmiting in terms of adding entire features as a gimmick. Maybe you should have postponed that one to later.

Besides that, i do not quite see the connection to the theme here. Did you think of the “scavange” as a “run” ?

Score: 342

The idea is simple definitly well explained.

For me 4 “running vectors” were a bit too much, sometimes i felt like i could just pick whatever and there was still a card to play, because there were just so many options to be a possible “next”. Maybe removing the color as that is the most unintuitive one would be beneficial.

As for the “special events”, i think they were a bit ill-placed. Especially “time” and “no tacking back”, i felt like were bracking with the core game-feeling, which i think is “puzzle”.

The idea and story is nice.

Sadly i am not into getting finger cramps, so i only do play it once :D. I had to use both hands to catch up to it.

Out of curiosity “Left mouse button - Interact/progress” only refers to the intro, or can you interact with something ingame?

Its cute graphics, I think though the same animation is used for getting a live vs loosing a live, which is quite confusing.

I thought at first you should dodge the ravens, i think that would make things a bit more interesting.

Good entry, I like that you have generated/randomized levels makes it more replayable.

For me the game crashed every time i slid uphill though.

It’s simple, it looks nice, it’s running. Nice entry.

Is there any difference between the different animals? It does not seem like it.

Really nice game, works well, easy to understand and has predictable, rising difficulties throughout the different levels

Looks interesting and nice to have Tutorial.

I am not sure, but i think i could not turn off the autoattacks, or leftclick without a spell did not do anything at least.

I think i dislike the concept of you having to “balance” on the map though, it probably leaves to little space to manouver to “outplay” later hords of enemies.

I think the controls are nice, except for the sprint, i feel like that could be improved or replaced, so far there also does not seem to be any real need for it.

Balancing is currently an issue, as you wrote yourself, there is no reason not to use the holy water and just spam it.

oh, i just realized, that holding shift while writing does actually change the command and therefor makes commands invalid although looking exactly the same.

Could not quite figure out what to do. The instruction at the beginning to “edit /Home/Log” did not do much (just opened an editor with the /Log file not /Home/log it seems).

Had to look into the repo to get some of the commands available. I think a help command listing all available commands would help. Seems to contain some sort of language parser - interpreter. I don’t do Rust, so it was too much for me to figure out the rules or how to run the language from source code alone.

I am a little confused, is there anything to do beside moving around? I could not interact with anything in the level.

The look of the display is nicely capture. As mentioned below though, clicking the buttons on screen would probably work a little better, especially considering that my keyboard is QWERTZ and you seem to use QWERTY. Making the layout very hard to use, even for the secret game.

Mh, got kicked out of the game after a minute or so by windows-defender. Claiming some “Bearfoos.A!ml” to be a Trojan.