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Sarrixx

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A member registered Jun 28, 2017 · View creator page →

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Thank you so much! We are glad you enjoyed it :)

We were unable to upload a build before the jam deadline, however there is a playable build available in the description of the game's page.

If you are looking to work with other people during the jam then post here. If you are looking for a team - identify your skills and the types of tasks your prefer to work on. If you are looking for a team member - identify the skills you currently have in your team and the skills you are looking to bring on board.

As the rules state submissions to this jam do not necessarily have to be a digital/video game. Non-video game entries such as board & tabletop games, card games,  and even party or parlour games are welcomed - however there are some guidelines that must be adhered to.

GUIDELINES

Submission Content - Submissions MUST include the following (Either) Multiple short videos addressing how specific parts of the submission requirements have been met OR a single longer video addressing how all submission requirements have been met. Either way, you must address how your game meets the following criteria in the video(s).

  • The rules of the game are clearly explained.
  • The creation of the required game pieces is explained in a way that viewers can follow along.
  • The process of setting up the game and game pieces, so that it is ready to begin playing is clearly explained.
  • The process of playing the game is clearly explained, demonstrating the "game loop", failure, and victory.
  • Footage of the game being played from start to finish with an appropriate amount of players must also be included.
  • If any Public Domain assets have been used then you must address each of them and provide a reference (can be in the form of credits).

- Printable, cutout, or some other resource for easily recreating all of the required game components and pieces must be provided digitally via your game's itch.io page, to ensure that people can accurately recreate the game experience in their own homes. This includes all cards, game boards, game pieces, and game rules. - The video(s) must be publicly uploaded to an online video platform such as YouTube, with a link to each of the appropriate videos included (preferably embedded) in your game's itch.io page.

Extra Information - Non-video games will still get voted for in all voting categories.

  • Overall : The overall rating of the entry. (Personally I make this an average of the rest of the voting categories.)
  • Graphics : How well are the game pieces and components made? How does the game look as a whole? Is the art style consistent?
  • Audio : Is there an audio component to the game? (E.g. Soundtrack or SFX, narration, vocal participation, etc.)
  • Gameplay : Is the game fun/entertaining to play? Is it simple or complicated? Does it require a lot of people to play?
  • Themes (x2) : Does the game incorporate both of the themes well? (Each theme voted for separately.)

- No previously made game assets/pieces/components are allowed to be used. All game components and pieces must be made during the jam. - Third party assets such as digital audio clips, images, etc. may be used but they MUST be sourced from the Public Domain. - The rules 1,2,3, and 8 outlined on the jam summary also apply to non-video game entries.

5/5. This is absolutely amazing, you have both created an insanely polished product with some super engaging mechanics.

A few little bugs here and there but nothing that couldn't be compensated for once you figured out what causes them - they were easy to deal with in the game. One bug (at least I think it was a bug) that I found particularly handy was the sword doing 75 damage instead of 15 if you cancelled the spin attack before running out of mana, really helped with the boss fight! ;) The only other bug was some transitions between rooms screwed the camera up, but you could fix that by going half into a room transition trigger then turning back around.

Absolutely fantastic stuff, and I really enjoyed the soundtrack too. Some more audio and slight tweaks to the way the AI works would be the only things I would modify.

Give the people what they want - a working download link! :P

A valiant effort, especially considering that you had a bit of a hiatus from game dev until recently!

I think the overall concepts and ideas that are present in this game are a really solid foundation for an interesting walking simulator type game. Having the level change based on the path that you take is always an interesting trope in video games, and with the narrative theme for the game, that trope could work very well (sort of a Matrix-y/Inception-y type play through).

It's pretty clear that you did not get to implement everything you had planned for in the game, but it's easy to see what you were trying to achieve. I think with a bit of extra time this could be a really engaging experience, you should definitely consider doing a post-jam release of the game.

Awesome work guys, really cool little game! I was particularly impressed by the 'combat' mechanics, they felt awesome. The audio was also really well done, the music fit the game so well!

The biggest issue for me was the camera clipping, it feels like the camera is not aligned with the player's object correctly which results in the camera clipping through pretty much every object. Could have possibly been a FoV thing as well if thats something you guys played around with in the camera settings. In regards to the art style, for the most part it was consistent and looked great - however I feel that the specular values/reflectivity of some of the materials was a bit jarring and felt slightly out of place in comparison to the 'flat' materials the rest of the game uses.

Couldn't really figure out how theme 2 (which is actually enlightenment ;) ) fit into the overall game - even with the lore description. Without that paragraph in the menu, there's really no connection to this theme in your game. However the first theme was well incorporated!

Overall the game was heaps of fun to play, and a very interesting take on the two themes! :)

Absolutely fantastic work to all four of you, the end result really shows the effort you put into your game. I thought it was super fun to play, and the design was very engaging. I thought the aesthetic/visual theme was very clever, the way the rats bunch up when chasing the player felt surprisingly realistic (if you have ever been chased by or seen, a swarm of rats). The audio was nice and simple, but created a good vibe for the game too. I think one thing that would have really contributed to the game would have been sounds for the crossbow (shoot & reload), but totally understand that the time constraints of a game jam means you have to cut some things here and there to ensure it's scope is appropriate to the available production time.

I couldn't really figure out how the first theme - 'possession' was incorporated into the games design however.

For your first game jam, you all did very well and you should be very proud of the end result. Kudos to you guys!

If you are looking to work with other people during the jam then post here. If you are looking for a team, identify your skills and the types of tasks your prefer to work on. If you are looking for a team member, identify the skills you currently have in your team and the skills you are looking to bring on board.

As the rules state submissions to this jam do not necessarily have to be a digital/video game. Non-video game entries such as board & tabletop games, card games,  and even party or parlour games are welcomed - however there are some guidelines that must be adhered to.

GUIDELINES

Submission Content - Submissions MUST include the following (Either) Multiple short videos addressing how specific parts of the submission requirements have been met OR a single longer video addressing how all submission requirements have been met. Either way, you must address how your game meets the following criteria in the video(s).

  • The rules of the game are clearly explained.
  • The creation of the required game pieces is explained in a way that viewers can follow along.
  • The process of setting up the game and game pieces, so that it is ready to begin playing is clearly explained.
  • The process of playing the game is clearly explained, demonstrating the "game loop", failure, and victory.
  • Footage of the game being played from start to finish with an appropriate amount of players must also be included.
  • If any Public Domain assets have been used then you must address each of them and provide a reference (can be in the form of credits).

- Printable, cutout, or some other resource for easily recreating all of the required game components and pieces must be provided digitally via your game's itch.io page, to ensure that people can accurately recreate the game experience in their own homes. This includes all cards, game boards, game pieces, and game rules. - The video(s) must be publicly uploaded to an online video platform such as YouTube, with a link to each of the appropriate videos included (preferably embedded) in your game's itch.io page.

Extra Information - Non-video games will still get voted for in all voting categories.

  • Overall : The overall rating of the entry. (Personally I make this an average of the rest of the voting categories.)
  • Graphics : How well are the game pieces and components made? How does the game look as a whole? Is the art style consistent?
  • Audio : Is there an audio component to the game? (E.g. Soundtrack or SFX, narration, vocal participation, etc.)
  • Gameplay : Is the game fun/entertaining to play? Is it simple or complicated? Does it require a lot of people to play?
  • Themes (x2) : Does the game incorporate both of the themes well? (Each theme voted for separately.)

- No previously made game assets/pieces/components are allowed to be used. All game components and pieces must be made during the jam. - Third party assets such as digital audio clips, images, etc. may be used but they MUST be sourced from the Public Domain. - The rules 1,2,3, and 8 outlined on the jam summary also apply to non-video game entries.

Hi guys!

This is the first time I have posted an release announcement for a game.

Google: The Good Boy is basically a super simple desktop pet. He's a freshwater fish (Paratilapia polleni) that doesn't need a lot of care, though he does need some attention - just feed him occasionally, and keep the tank clean.


https://sarrixx.itch.io/google-the-good-boy

This game is truly garbage, please don't expect much from it.

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As the rules state submissions to this jam do not necessarily have to be a digital/video game. Non-video game entries such as board & tabletop games, card games,  and even party or parlour games are welcomed - however there are some guidelines that must be adhered to.

GUIDELINES

Submission Content - Submissions MUST include the following
- (Either) Multiple short videos addressing how specific parts of the submission requirements have been met OR a single longer video addressing how all submission requirements have been met. Either way, you must address how your game meets the following criteria in the video(s).

  • The rules of the game are clearly explained.
  • The creation of the required game pieces is explained in a way that viewers can follow along.
  • The process of setting up the game and game pieces, so that it is ready to begin playing is clearly explained.
  • The process of playing the game is clearly explained, demonstrating the "game loop", failure, and victory.
  • Footage of the game being played from start to finish with an appropriate amount of players must also be included.
  • If any Public Domain assets have been used then you must address each of them and provide a reference (can be in the form of credits).

- Printable, cutout, or some other resource for easily recreating all of the required game components and pieces must be provided digitally via your game's itch.io page, to ensure that people can accurately recreate the game experience in their own homes. This includes all cards, game boards, game pieces, and game rules.
- The video(s) must be publicly uploaded to an online video platform such as YouTube, with a link to each of the appropriate videos included (preferably embedded) in your game's itch.io page.

Extra Information
- Non-video games will still get voted for in all voting categories.

  • Overall : The overall rating of the entry. (Personally I make this an average of the rest of the voting categories.)
  • Graphics : How well are the game pieces and components made? How does the game look as a whole? Is the art style consistent?
  • Audio : Is there an audio component to the game? (E.g. Soundtrack or SFX, narration, vocal participation, etc.)
  • Gameplay : Is the game fun/entertaining to play? Is it simple or complicated? Does it require a lot of people to play?
  • Themes (x2) : Does the game incorporate both of the themes well? (Each theme voted for separately.)

- No previously made game assets/pieces/components are allowed to be used. All game components and pieces must be made during the jam.
- Third party assets such as digital audio clips, images, etc. may be used but they MUST be sourced from the Public Domain.
- The rules 1,2,3, and 8 outlined on the jam summary also apply to non-video game entries.

Nice devlog man! Your game was one of my favourite entries, I'll be publishing a top 5 video this week hopefully.

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Hello everyone, I hope you are all having fun and had a productive first 24 hours! 

So upon reflecting upon the nature of the development cycle, and giving consideration to the fact that many newer developers are not as familiar with the audio production cycle as the more experienced devs; we have decided to allow audio assets to be sourced from third party resources and used in your projects under the following condition -  The audio assets sourced from third parties must fall under the Public Domain or Creative Commons 3.0 licenses. Make sure you find and take note of the license that applies to each audio assets, and that you meet the license's requirements appropriately (which means including the required accreditation somewhere in your built game).

Here are a few links for some good resources for audio that I have used over the years.

Freesound

YouTube Audio Library

FreePD

Wikipedia Commons

Wikipedia Sound List

NASA - Soundcloud

Digital History

Musopen

Alex working with a single axis in C# is pretty simple - you just have to define your new Vector3 and then you set the position of whatever it is you are trying to work with equal to the Vector3 you have defined. And C# does have array support, but Lists in C# are even more useful most of the time. Anyway if you want to use an outdated version of Unity that supports UnityScript (JavaScript) you can feel free to do so as long as the version of Unity is still officially available so that when it comes to marking your project we can still do so.

@MiguelObando & @roadtonogames as long as everything is within 1 .cs file you are free to write however you please.

Yes that would be against the rules. What you would have to do is create all of your necessary debugging functionality in the same script as your mechanical functionality. You would need to write the script in a way that each instance of the script on an object only needs the relevant data to function as required.

As long as you only have one script file in your entire project then you are free to do this however you want. You can either create a script of which only one instance will exist, and in this case that one instance of the script would control the entire game. Another approach is to write one single script that you have multiple instances of, setting it up so that only the necessary data relative to the functionality required of that particular instance needs to be specified.

You are free to manually setup the scene which will obviously make things much easier; but if you wish to make it completely autonomous then that is completely up to you (and would be very impressive!).

No third party assets are to be used, you can only use what the stock version of Unity provides. So you have to generate your own art assets, but we definitely encourage 'programmer art' :)

Theme to be announced at the start of the jam.

Hi everyone, this is an announcement to let everyone know that the jam has been pushed back by a week. This is to cater to the Western Australian school holidays.

Thanks for the feedback man! So you can actually crouch using left control to get to the second lever in the game. Thank you for the feedback though, I completely missed the interaction through the wall though! The enemies are a bit hard, I refined the code right at the end of the jam but didn't get time to refine the line of sight values :(

Thanks dude! Haha yeah I am not so sure about that day unwrapping the castle haha :P

Great game guys, you guys should be very proud! I thoroughly enjoyed playing this game, playing it actually gave me a Dishonored vibe. It took me a few play throughs to figure out how to complete the game which I think is one of the things that contributed to that. Another thing I liked was being spotted by the Jester, gave me a good giggle! The art style for the game is consistent and I thought it was done very well.

In terms of potential improvements, here are some points to consider.

1. The hit colliders on the targets were unclear, sometimes the projectile would travel straight through the enemy and other times it would kill them.

2. The line of sight for some of the enemies was unclear. Sometimes I would get spotted by a knight without knowing how. I feel like they could see me through colliders sometimes.

3. In terms of the level there are some gaps in the actual geometry. A passover of the level should be made to ensure that there are no gaps in the geometry, and you should change the camera to render a solid colour (like black) rather than the skybox which will also help to hide these gaps.

4. The lack of audio detracted greatly from the game, adding some audio would have brought it to life a lot more.

5. The enemy's should be made to react to things like chandeleirs falling and when you finally take out the bride and groom and have to escape. This would have added extra engagement to the game, particular the end.

6. Many of the meshes would overlap, the rendering order of the camera should be revised to prevent this. The geometry of models should also be revised to ensure there is no onion skinning.

Holy crap I am absolutely amazed. The polish you have achieved for this game is simply amazing jethro, great job! The cinematic at the beginning was an impressive surprise! The mechanics you have implemented are very tight, and there were no obvious bugs I encountered. It didn't take long for me to figure out the controls and game flow, and by my third attempt I had managed to dominate the play area with my units.

In terms of improvements that could be made I noted the following points.

1. The first thing I noticed (right from the moment the cinematic started playing) was that the game as a whole is very dark. The lighting probably needs a bit more work, including the cinematic - it wasn't until nearly the end of the cinematic that I noticed the skull was actually animated!

2. The cinematic would have been a lot better with some audio.

3. In terms of gameplay once you had the spawn area covered it is impossible to lose the game. A system with multiple spawns that selects the most vulnerable spawn location could be a good potential solution to this. You could also block off the enemy spawns the same way as you have blocked off the tile in front of the cauldron.

4. Again in regards to the gameplay there needs to be some kind of win condition so that there feels like there is some sort of reward/achievement.

5. I would recommend capping the upgrades to the units so that they cannot be made OP. Some tweaks to the upgrade values are probably a good idea too.

6. When the player loses the game there should be a bit more warning before the game resets so that the player is not wondering what happened.

7. In terms of the art although the humanoid model is a good minimalist model it does not suit the overall theme of the game. It was also hard to distinguish between the different types of units but this may also be largely due to the poor lighting.

Overall I think this is an incredible game with a lot of potential to be made into something you can publish. I am simply amazed at how polished the mechanics are considering that 3 days ago a prototype for the game didn't even exist. Great work Jethro!

Great job guys, this was a very entertaining game! I thought that the overall gameplay was done very well, and I found myself having a good ol' chuckle at the context and story of the game. The context actually reminded me of an episode of Garth Marenghi's Darkplace called 'Scottish Mist'. The mechanics are tight and I personally did not encounter any gameplay bugs that I noticed.

In terms of things that could use some improvement, I have come up with the following points.

1. The UI for the menu does not scale correctly, I suspect this was due to it probably being the last thing implemented and the canvas scaler was not adjusted to scale with screen size.

2. The kings speech was hard to read, not due to the actual content but I think the font made it hard to interpret some letters.

3. The movement controls were a little awkward being completely centred around the mouse cursor position, it would have been better to have only the characters rotation based on the cursor position.

4. The player attacking was a bit slow and I think could have been slightly faster. This is especially true for the spin attack (or at least the charging of the spin attack).

5. It was difficult to tell which enemies were attacking you when then were lots on the screen at once.

6. The models for the enemies/characters could have been contextualised better, they were the only thing that seemed to be a bit out of place for the setting as a whole.

It is a terrible, rushed formula that determines the outcome in the end - and unfortunately it nearly always leads to a neutral result. Like most of my other jam entries, this turned out more as a tech demo for something that could be a cool idea.

The control scheme is also a product of a rushed jam pipeline haha.

Great work guys, you have come a long way since I first met you almost a year ago. You both have promising careers in the industry, and I can't wait to follow them and see what other great things you do! Keep up the good work!

Amazing work you guys. This is an incredibly polished submission! I was really impressed by the solution you have generated to the jams theme. The gameplay is solid, and everything is pretty well refined. The sensitivity of the jetpack could be reduced, maybe with the speed of the enemies - just to make it easier to be more precise with your shots.

Overall A+ work, seeing this compared to where you guys were almost a year ago is incredibly impressive. Both of you are two of the most promising developers I have had the pleasure of teaching!

Booooooooooooo >:(

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Sweet Jesus prepare for some brutal coding, I feel sorry for the guy who has to check all the project folders and make sense of the code ;)

Question, what about classes within classes? ;) As in nested classes.