I did not!
Rhys van der Waerden
Recent community posts
Haha "so videogame". I did some work on the crotch-blindness issue last night actually. I added a visual indicator under the arch so you can see when you cross into the next "span" and increased the depth of the collider so you don't get quite so close while you're drilling into him. Got a few other things we can try after this iteration too.
Thanks for the feedback. 🙏
Graphics are perfect. Mechanics are a bit strange though... The explosive ammo does almost no damage? And I can't tell when I'm being attacked so dying was always a surprise. Also maybe you could center the visible area by having half the UI on the right hand side?
Hey Piggy. Tough game. Love the aesthetic (as usual). Definitely had a tense atmosphere, I did not enjoy seeing those monsters, which was alright because I had a convenient book to hide them with. I did however feel a few times that the monsters spawned on my position and instakilled me which felt a little unfair.
Okay wow, really nice, polished descent-like! Immediately impressed that you got a full options menu in. The art style is very efficient and effective (I knew I had to play as soon as I saw the thumbnail). The world looks great and feels appropriately claustrophobic. Is the maze procedurally generated?
In terms of areas of improvement, I feel like the maze may be too complicated to grok (especially coming into the game). I see the alert about hostiles in the "green zone" but even with audio queues it's just an exercise of turning randomly until I see some green. Without landmarks I immediately decided that it was not going to be possible to learn the map. This meant that I didn't really get to experience that much combat (which I was aching for). When I encounter enemies I died a pretty easily (given how few opportunities I had to practise). I think simply increasing the density of enemies would improve this game, I'd like to spend more time dodging and less time searching.
Great jam entry. The team obviously knows what they're doing.
Played with DeltaDaedelus in a US vs Australia game, which ran impressively well despite the ping! Awesome achievement for a jam game.
I love the simplicity of weapons pushing opponents into level hazards. The control system is pretty rough, I had a some trouble staying on the track (let along enduring attacks from my gracious host) but as I got the hang of it I could see how this could be heaps of fun and have a lot of depth. Really nice proof of concept, the team should be proud.
Thanks for the game DeltaDaedelus. ♥
yeah. I mean I get the positive vibes but this doesn't look right to me.
Not to suppose to tell you how to run the jam but to me it really takes the excitement out of the event if there's not even an expectation of making an fps in seven days. I just busted my arse for seven days and largely sleepless nights for a challenge I'd been looking forward to for literally months. It feels like of sucky to share the limelight with some loveless shovelware.
Maybe consider changing the name next time to make it clearer that is not an fps jam?
There are like 30 jams going at any given time and I chose this one because I'd participated years ago and expected to share feedback with other FPS devs. The real reward is making the project so I'm not disappointed, but I think it's worth sharing the feedback.
Perhaps I'll just run my own fps jam next year haha
I just checked out the submission page and there's a pretty big number of random spam non-fps games. What's the deal with that? Can the host boot them?
It's like the majority of submissions haha. I think ppl just trying to promote their game using the jam?
That loading animation is actually generating the whole game level by level so it's quite expensive. The rest of the game should run faster once it's done. I could consider doing a Linux build, that might run on a Chromebook?
I was laughing aloud scrolling through them. You should link to the jam from this page too, I don't think I'll be able to participate in this one while I'm prepping for a release, but I am very tempted.
I love almost everything about this game. The character, theme, item descriptions, the music, the writing is great too! Some of the enemies are pretty brutal (the blue mushrooms), but that's okay, I just have to run away.
That said, I think it needs some pretty serious balancing. It seems like every time you dig down there's a chance that you'll fall to your death! The fall damage is absolutely punishing.
The other thing that feels unfair is the air system. I worked out that AP is "air points" (nor armor points as I originally thought). But it seems like there isn't always a way to get more air, and worst of all I never notice that it runs out until I'm suffocating, and by then it's too late.
The other bit of feedback is that it can be very confusing when you fall, or destroy sand. Some tweening to move the character and camera would would really enhance the experience.
Despite the above I'm a big fan and I'm going to give it a few more spins even though it seems like I'd have to get very lucky to win. I see you're still updating it so I'll stay tuned.
It's not so much a predecessor as a failed attempt at the same idea. I made this for the 7 day roguelike challenge 2020 . I made some poor tech decisions for this one and ended up not achieving what I'd set out to. I do not consider this to be a good game haha, I'm not even sure if I've beaten it myself.
Oh yeah, that's true of a touch screen too (it's almost possible to play on phone in browser). For what it's worth you can beat the game without aiming so long as you don't pick up the splitter gun.
Thanks for the feedback. I've logged an issue but we're not expecting to push an update in the immediate future.
Oh my god dude, this rules. I absolutely adore the art style, it was so cool when I realized that was a 3D model. Music is perfect to. The car driving system is genius. I love how much there is to learn about it, the way that you get into situations where you can't slow down for a wall or corner, or you have to throw it in reverse. The speed carrying through to the next level was also a nice touch. Would be good to get some juice like sounds + burnout particles.
Had a weird bug on one of my playthroughs where I had to knock over the same gem twice, and the doorway didn't open immediately after either (despite it being the last gem). It opened while offscreen.
Hey, finally got around to checking it out! Nice, interesting mechanic, good atmos and cute graphics. All the building blocks of a fun little game. The levels felt a bit samey and movement was a bit too easy. I saw the hint about using a bomb as a booster, but it was easy enough to just roll up the walls if I needed to. I would have loved some more challenging enemies and ability to hurt them or at least bury them.
A worthy submission and thanks again for playing mine.
Haha, I love that you checked out the original. Which is, btw, just a failed entry from last year's 7DRL. By FOV do you mean the vision highlight?
Oh and rocket launcher is not new. It's a bit disappointing without area of effect or at least a flashy explosion though, agreed.
Nice work haha. I'll do a dev blog when I update so you get a notification.
The first spoiler issue you mentioned is intentional.
However bullets passing through enemies is not. This is also something I'm playing with for the next update.