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Potato-Butt Games

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A member registered May 27, 2019 · View creator page →

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Thanks for the feedback, it’s much appreciated! 

The shotgun guys are a bit OP, I was thinking of replacing them with Chaingunners tbh. For the controls, can you suggest a lay-out which would work better? Seeing as it’s Doom, should I just lock the mouse out entirely? 


Best Regards,

Alias The Jester. 

I like the idea behind this submission. I'm not one of these people who can't work out how to play a game, so I give it a bad review or a dud comment. Here's where my thoughts took me on this one:

I was unable to figure out what command to issue to get into the night club. I looked up the polish copypasta from the link on the game page, and translated it to English to look for clues. 

No matter what I came up with, I was unable to get a response from the bouncer or any type of progression indicating output from the game terminal window! 

It reminds me of old text-adventure games from the past where I would experience exactly what I described above. Some obscure text games would leave you scratching your head for weeks, even months before you could figure out what-to-do. There were no instructions, walk throughs, or manuals-- frustrating as it can be, in my opinion that kind of puzzle is a good thing.

What I would've liked was some kind of clue or basic confirmation from the terminal after say 5 or 10 failed command attempts just to let you know the game is still working.


Best Regards,

Alias The Jester.

The Escapist has potential to be a fun little game with many, many, MANY possible scenarios of escaping a room, dungeon, jail, so on and so forth.

I can tell that this submission is clearly a prototype, I'm not going to say that it's lacking in the sense that the features are incomplete, just that it lacks story and depth because it is in such infancy.

What is there is definitely good enough to get the ideas across for what the full version of the game may actually be, were it to be developed and published.


Best Regards,

Alias The Jester.

I was excited to play this game but unfortunately Windows Smart Screen prevented me from firing the executable I downloaded from this submission! 

Obviously, I have the option of running it anyway but to be honest it's not a good first impression! I've used as much due diligence as possible and there's nothing inherently suspicious about  the file itself, I was just wondering if the developer could offer me any further reassurance that their software is safe to run? 

Therefore, I disappointedly withhold my rating for this submission due to the fact that it may actually be safe to run, I'm just too chicken-shit to run it on my already feeble Windows 10 system.

Sorry bud! Hopefully next time you submit a game you will ensure it will be valid to run as far was Windows is concerned-- be it Windows is your target platform.


Best Regards.

Alias The Jester.

Hey! 

I haven't downloaded and tried your game yet but I just wanted to say I really like your choice of colour palette! Very nice,  judging from the media you've supplied, your colour choice either contrasts or compliments with the other colour and lighting in the scene. 


Best Regards,

Alias The Jester

Hi Everybody!

I've noticed some positive comments ending with obvious call outs-- indicating how there may be lacking features in some of these Fragment Submissions. 

Let's not forget that this is Fragment Jam : A non-competitive jam aimed at celebrating unfinished or early stage works. 

We ourselves here at Potato-Butt recognise that much like us, there may be a lot of new faces and hobbyist developers debuting their previously unfinished works or their pet projects. Let's all just try and keep that in mind.


Happy Fragmenting All!


Alias The Jester.

Thanks for your support and for viewing the submission. 

Our programmer spent a lot of time developing this 8-way-directional, MMO-style player controller. 

In case you weren't aware, the mouse-wheel can be used to zoom in/out on the camera pivot viewport. You can zoom right behind the player like it was a TPS and then zoom way out and above like it was a Top Down. 

The camera pivot has 360 degree player view ability with highly refined clipping control. You should notice when you attempt to spin the camera pivot around and it gets "caught" against a building, that the readjustment to conform to the boundary of the building in order to clearly view the player; is quite a smooth transition. 

Essentially, DarkWalker is just a proto-typical scene built around this player controller, in order to show case it. We're very proud of our programmer's efforts in creating this controller and it is turning out to be highly versatile, in that not only can it be used for MMO style games; it can be tweaked and locked to other viewports, even 3D characters in a 2D space.

Here's a link to EmplaceBackCS's GitHub so you can view more examples of their fine work:

https://github.com/EmplaceBackCS


Best Regards,

Alias The Jester

(1 edit)

Player Control Features:

- Double Jumps (tap space bar twice)

- Weapon Cycle (tap "T" to cycle through four weapons - Laser Pistol, Machine-Gun, Shotgun, Dual Lasers Pistols)

- Crosshair Toggle On/Off (tap "K" to toggle)

- Holster Weapon (tap "G" to toggle)

- Sprinting with Cooldown Timer (hold Left Shift while moving to sprint until Energy Counter reaches Zero)

- Mini-Map (hold TAB to display the mini-map in the top-right corner of the UI)

- Drone-Cam (tap "H" to toggle the drone-cam in the top-left corner of the UI)

- Wireframe Mode (tap "J' to toggle Spatial Mapper Viewport)

- Frame Rate Counter (hold LMB + RMB together to turn on/off)

- Crouching (hold "C" to duck)

Destroyable Objects: 

A selection of objects can be shot and destroyed by the player. They are:

1. The Flying Drone

2. Certain Barrels in the Industrial Zone

3. Security Lights and Cameras in the Industrial Zone

4. Transport Bots in the Industrial Zone

Core Gameplay Prototypes:

1. Hacking into Security Cameras

- In the Industrial Zone there are two security terminals connected to cameras which can be hacked and the player can switch viewports to the camera angles. When the cameras are destroyed, the security terminal UI message changes and the camera cannot be viewed.

2. Parkour/Rooftop Jumping

- The kinematic player controller has been designed to handle a little like a skating game or similar where the player can grind on certain buildings and fences. The physics are intentionally unrealistic, ridiculous parkour maneuvers can be performed like double jumping in mid air. 

3. Hover Cars

- At this early stage the hover cars cannot be driven but some basic hover style physics have been set for them. There are 3 in the scene and can be interacted with by sprinting at them and jumping while colliding with them. These hover cars are for the player to use and position into spots to make a platform for them to jump up from in order to jump or climb up onto some other building or part of the levels.

4. Moving Platforms

- There are 3 moving platforms in the scene. One is a vertical elevator, the others are both horizontal sliding platforms. They are located in the Industrial Zone. There is also a large transporter robot which moves like a platform, but cannot be destroyed like the other two smaller robots can.

5. AI Enemies

- Unlike robots and platforms, AI enemies have been programmed to calculate their own patrol routes. At this early stage the AI cannot be killed and cannot attack the player. There are two AIs in the Industrial Zone. Both have force shields encasing them which player weapons cannot penetrate. One of the test AI's has some particle effects which will be used to simulate the enemy electrocuting the player if it gets too close or makes the AI turn aggressive by attacking it. The other AI has a hard collider on it which the player cannot get inside of. 


There are other odds and ends on the map, like some graffiti to find, a vending machine, a toilet-- but very little interactivity has been developed with any of these prop items, however, intention is there to make the items interactive, with plans for many more mechanics, physics, interactions and game objectives to complete in a linear-fashion. 


Best Regards,


Alias The Jester.

Hey JK5000! 

Thanks so much for viewing, downloading and playing Atria! Your feedback is muchly appreciated. 

Let me tell you a little bit more about Atria:

This prototype which is currently under development has been deployed as a fragment submission for Fragment Jam 2019.

It was uploaded and submitted 1-hour before the second deadline (The Fragment Jam Deadline has been officially extended twice, and is up to it's third deadline, due ~two weeks from now). 

Please bare with me as this is a solo project and I may decide to release and update it before Fragment Jam 2019 officially ends. The premise for Atria is quite simple; it's intention is to become a abstract hidden-object/puzzle game, set inside a bizarre mental asylum. 

Players control a patient, from top-down perspective who is instructed to perform rehabilitation tasks by a creepy and maniacal being known only as The Doctor

As the patient, you hear The Doctor's voice inside your head, after waking up from a full-frontal lobotomy. It appears that you have lost some of your motor-control, most notably you have lost the ability to look up. There is a very good reason for this, which will be revealed as the game is further developed.

As for the overall point of Atria? Well, the objectives are still unclear and undecided, however, it should be noted that the intention falls back to the game coming from an abstract idea and therefore, the objective may remain abstract also. Time will tell.  

Thanks again for taking the time to download and play this submission.


Best Regards,


Alias The Jester