Love the progress. A few things. Some of those red socks are escaping the washing machine. I think that's how I've been losing some of my socks frankly. Also, can we get instructions on how to do the dash/dodge? I'm too thick to figure it out myself. One nice to have would be a full screen mode. I'd love to see things bigger so I can maybe do a little better. You're welcome to credit me as a playtester but don't feel obligated, I'm not sure it'll go far. I'm not sure I'm keeping this screenname long term >.< It was kinda incidental as I started this game jam. Kind of you to offer though.
RotationalJustice
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Spin to wind is fun. Good enough for me to play every level. Perhaps level 15 should be the last one? It seems to be the hardest.
I think you've got it down already. The game is good. One of the few things I can imagine to step it up a notch would be to add some dynamic elements. Something that moves across the course to dodge? A lane of cars you have to slip between? Something bouncing around that can knock you out? A spinning something to knock you off course? As is though I think your game already does the whole "entertain for 5-10 minutes bit" though. Very well done. I had a good time with it.
I like it. It's already fun. Maybe allow WASD to move as well as the arrow keys? It also took me a minute to put my hand on the arrows. I'm not sure about the little yellow thing. It's maybe too small or too hard to see? Maybe a different color would help? It gets me and I can barely tell where it is to react. Keep up the great work. You've done an awesome job.
I think you could do it. I'd consider going simple on your animations. If you have them hop around "South Park style" it could be pretty simple. Animating the animals to move realistically could be tough being brand new and having a short timeframe. It sounds like fun. If it's something you'd enjoy I'd go for it!
Consider swapping to open source art https://opengameart.org/content/faq
Not everyone has the group or skillset to do every aspect of this. Perhaps you can find an enemy and player that fit your scenario better. Attribute your work to the original author and have fun with it. You still have time to make something awesome.
Cool seeing the menu. Maybe add a blurb about what you need to do to introduce the players?
Is there a way to win? If I were getting into it I might like to see a score top left or right? Maybe a high score at the game over screen? Like, not of everyone, but just of what my best has been during the few times I played? Perhaps something as simple as how long I survived the very serious deluge of sodden socks?
If you're looking for more feedback consider publishing your prototype for people to play. You might get more nuanced responses.
The shout out's very kind Tucker. I can't wait to see how things end up.
Here's a breakdown of how I prioritized work. Maybe it'll help you.
Make a few idea's, decide on the one that I'd enjoy playing after a short time programming and enjoy all the way through.
Create a proof of concept. Make the minimum viable game that is playable and enjoyable. Simple shapes moving around, placeholder images if they are needed for things like game and background. Focus on making your player movable, or giving the player the ability to take the action they take. Get basic collision working if you can with basic objects in your environment if those exist.
Publish. Make sure you can get it working in Itch.io. Not all features work the same in an editor as they do in a webapp.
Add a win or lose condition. You fall into the pit as Mario. You destroy all the balls in puzzle bobble. Use your basic interaction and make it do a basic task. Pop up a message when you win or lose.
Add the ability to restart the game. Create a play again button on the win and lose screen.
Add enemies, ai, etc. Make basic elements that interact with and oppose your player.
Add a start screen. Tell the player what to do, how to win, and how serious the game is, etc.
Add basic placeholder sounds. Consider open source effects to start. Make sounds when things bump, when you kill the enemy. A victory jingle when you win. A sad sound when you lose.
Make music. Make it loop cleanly. Make it easy to listen to for hours, because you will. Add it to the game.
Increase scope. Make full levels. Add more enemy types. Add more weapons. Make the game more fun. What's the "aha!" moment that you want to shoot for. Try to program something that's fun to interact with beyond the proof of concept.
Improve textures, make real sound effects, clean up start and end screen. Add a pause menu if you'd like with things like volume control.
Polish. Add nice to have items. Add the extras you'd enjoy seeing. Focus on keeping the experience solid as you go.
Consider having folks test. What works? What needs help? Try to keep in mind each voice is just one opinion. Take what suggestions are appropriate and implement them in the time you have left.
What's the minimum you can do to make it fun?
Can you cut down to 1 weapon?
Can you use music with a free license?
Can you use open source sprites?
Can you use open source sound effects?
Can you make it enjoyable with fewer levels?
Can we have fewer enemies?
If needbe you can start fresh. You're 1 day in. Things like ui, game controller, player moment, etc. may all translate to a new game. Good luck!
It definitely has a Beyblade in a pinball machine type feel, you're right. Spacebar does make you spin faster... but I need a better way to make that visible once you've exceeded the refresh rate of the screen. There is no way to win yet, you lose by getting knocked off the Wheel of Justice. No way to know that though... as I don't have any instructions. Just a proof of concept so far. It's shown I can move things around, have enemies try to knock you off. Keep objects attached to the wheel. Etc.
I'm curious how much audio I can pump into it. You're right that the size on that is one of my main concerns. We'll see what I can do before I hit some limits. Thanks for the feedback and good luck on your game!
Simple shapes for objects. Search for open source textures for things like rock, wood, tile, etc. if you need them. Make sure to attribute what you use to the authors.
https://jummb.us/ to make a simple chiptune that loops for your music. Use your webcam or laptop mic to bang on pots, pans, your wallet, books, etc. for impact or collision noises. Record very serious sound effects that you make with your mouth for odd needs.
Focus on something that is always fun and always getting better. A fun core mechanic. Add new enemies, weapons, "coins", etc. as you can.
Consider a simple menu and simple end screen with a play again button early to make testing easier.
Upload your game to Itch.io asap to ensure you know how to get it up, your game size is good, and it looks good online.
Add some more details on things you need and folks may be able to chip in more on how to get things done.
Good luck!
What game engine?
Here's what I use to do that in Unity. Put this code inside your dart and run it when it hits the board
GameObject dartBoard = GameObject.FindWithTag("DartBoard");
if (dartBoard != null) {
transform.SetParent(darboard.transform, true);
}
Note that the dart board would need the tag "DartBoard"
I have a simple game that would do better with a skilled composer doing audio than it would without. It's a physics based action game where trials are held by combat between, naturally, spinning tops. It's very serious. Proof of concept here: https://rotationaljustice.itch.io/trial-by-rotation . The minimum sound needs are 1 single looping, fast paced, justice themed music track. I'm not sure if I'll get to put as much time as I want into it or if it will turn out good but it's already amusing to play around with. If you're looking to add to your portfolio it could be a nice place to do it. You'd be welcome of course to do audio for other folks games too.
Stretch goals are menu theme music and slow sad game over music. Effect's I'm trying to have are a bunch of clanging sounds and a bunch of sci-fi sounds. These are for hitting other tops, hitting objects in the environment, and activating weapons like a shock wave, freeze blast, and a dozen or so others.
I've been able to get a basic proof of concept up at 15mb in Unity. Seems like there is some wiggle room thankfully. Want to see what 15 mb gets you? https://rotationaljustice.itch.io/trial-by-rotation
I see on the Itch.io upload page that you can only upload games of 1GB or less in size. I also see elsewhere in Itch.io ...
- The size of all the extracted content should not be greater than 500MB.
- The size any single extracted file should not be greater than 200MB.
So is it 1GB max or 500 MB? Or something else?
I heard in the tips that games in things like Unity are 10GB to download (https://itch.io/jam/theveryseriousjuniperdevgamejam/topic/6363232/very-serious-j...). Does this mean we need to use a smaller engine? How are people using a bulkier setup like Unreal going to upload their games? I seem to be missing something basic and wouldn't mind being schooled on the details.
