Excuse me but what?
SchnazzyMosquito
Creator of
Recent community posts
Hello everyone,
If you don't already know my name is Dylan Griffey (SchnazzyMosquito) and I wanted to offer help and assistance to any of you who may need it. I, the lead programmer and developer of my team am practically done with my side with the work and really wanted to extend help to those of you who may need it. If you or anyone on your team who is working on the game development side of things are having major difficulties, please do get into contact with me as I am more than willing to help. If my own or some other team is going to win, I want it to be because your game was finished and didn't perform as well, not because your game is unfinished and/or has issues and bugs so big they impair the core enjoyment of your game. If your are in the PM please feel free to talk to me in person or otherwise, if you are in the AM please get into contact with me through email and maybe we can talk on a Google Meet or you can have Mr. Rob get into contact with me. You can reach me through my school email dylan.griffey@sanilacisd.org or if you need to contact my through my personal, dylangriffey91@gmail.com (I would prefer you contact me through my school email). My teammate is Tyler Cheney (The Observant), he can refer you to me if need be. Thank you!
- SchnazzyMosquito
I loved your game, I too also made a horror themed shmup a while back (posted mine around when you posted your game actually). Mine is called VIAND and it is far less professional in its horror than yours. My game was more of a psychological thriller in comparison your actual horror. I loved how you where able to capture that unnerving feeling while still maintaining fun game play (we both have inertia mechanics funny enough). I'm sorry for referencing my game so much but what I am leading to is that I am currently working on a sequel to my game and I just wanted to state that your game really inspired me on raising the bar in regards to horror. Best of luck! - SchnazzyMosquito.
Your game was great, it was so close to being one of the most original in style. The enemies need original sprite work, you already went above and beyond with everything else, the game deserves the extra effort. The game could use some original music, it feels empty. In the end, I think you did good, keep it up! - Dylan Griffey (Creator of Viand)
Your game was some good fun. Your assets and audio were mostly original, I wish the bosses were given the same treatment. Your game could do for some original game play elements, it's still a reskin of Cherry Bomb. Overall, good job, can't wait to see how you improve. - Dylan Griffey (Creator of Viand)
Good game, love the theme and I thought the gameplay was rather fair. I think the rear bullets are useless and that the game would be better off without them. I think the game could use more Undertale inspired elements especially since that is what you are going for, the sprites look more adjacent to robots you would see in Alphys lab rather than an Amalgim. Also I know you have Pacifist mechanics, they are executed poorly in my opinion as it is impossible to complete this or the Genocide. As a shmup the game is fun, good job, can't wait to see what you do next. - Dylan Griffey (Creator of Viand)
So far you have one of the best games I have played, congratulations! I love how your game uses original assets and doesn't over do it with the difficulty. Your game is fair and fun to play, it would be great if you would post the application executables (Linux and Windows) so we can download it on our systems. And please fix your Itch page, your border is out of place. - Dylan Griffey (Creator of Viand)
I think your game is decent, I wish there was more originality. The sprites you made which were original looked phenomenal, only wish you gave that effort to all of your enemies. Your ship sprite is way too large, it is impossible to doge projectiles in the later game. Overall you did a good job, keep it up! - Dylan Griffey (Creator of Viand)
Hello my friend, you are doing a fantastic job on your new (work in progress) project. I love seeing people bring dedication into a project fulled by their self passion for creation. As for said project, I love the top down shooter game-play you have going for yourself, truth is, it can be difficult to make such game-play/controls feel good. You have established a decent foundation for your games game play loop and I wanted to share my opinions on how you can improve on the experience. For starters, the sprite work is fantastic and can be very appealing to a broad audience. You have great animations so far for how early your game is development wise. There are some things I think can be improved on/ added to this already great project. As for mechanics I think your game could benefit with a look ahead/zoom out mechanic similar to that seen in Hotline Miami. In Hotline Miami the camera is tied to the mouse cursor and when you press a button your maximum sight line is extended with the downside of your movement being capped. This would be beneficial as you would better be able to seek out enemy's outside of your current view. I also think making the enemy's/projectiles quicker would make the chaos of the game feel more eventful and I think this would go good in combination with a dash mechanic. On the topic of weapons, I believe that the shotguns fire rate should be slower because currently it is only slightly slower than the common assault rifle, I also think the individual pellets should be more powerful. The minigun is overpowered, I think the best way to remedy this is to make the minigun a temporary power up that lasts a limited time, I love how the weapon makes you feel powerful but such power should be limited as to keep the challenge of the current game. I think the game would benefit from a high damage sniper rifle so you can pick off individual enemy's from a distance. Now I would like to talk about future game "juice" ideas, I believe enemy damage should feel more impact maybe with hit particles and a damage flash, I also believe the enemy's death should be more vibrant. I think the player should be given a North and a South facing sprite for a better sense of directionality. Please don't take any of my suggestions as criticisms, I don't want to taint your vision for the future of your project as this game needs to be manufactured from your personal choices or else it was never yours to begin with. Overall, I can't overstate how good of a job you are doing with your current project and I can't wait to see what you bring to your game that makes it independent from those like it. I will be keeping tabs, best of luck!
-Dylan Griffey
I forgot to mention this in my previous post, keep your eyes open for anything new, you may be surprised about something I am personally working on that is separate from but still tied to this very game and tied directly to your everyday lives (that is if you're a career center student and not some random old man, I'm not naming anyone in particular). -Dylan Griffey
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Thank you to everyone who voted on our game, with your support we had the highest rated game in overall category's with us being rated 1st in Audio, Ingenuity, and Gameplay, along with us being rated 2nd in visuals. Sadly we still lost to Train Runner 3D since we were unfortunately ranked 3rd place in relevance to theme which was what determined who won jam of the Game Jam (3/5 was what we won). However, like Kennedy in our game we refuse to perish, and I am referring to how he is a zombie and not because I gave him shit collision that makes him feel immortal. I will continue improving this project (not sure if my team will continue working on this with me) so stay tuned for what's to come, I assure you that it will be something special. To the developers who's games didn't get the recognition they deserve, I hope you all keep working toward improving your various talent's as we believe you guy's are going to kick butt (I already reached my max swearing limit on this post) next Game Jam. And to the developers who beat us in the theme relevance category, Train Runner 3D and Inside Job, along with Unhinged Space Landing who beat us in visuals, we are glad that it was you guy's who won your respective criteria as you truly deserve it with the polish seen by your games. Thank you all for dealing with my constant comments, I can promise that this will kind of, maybe, probably not be the last of its kind. I will see you guys in your comment sections, and outside your front door(s), next year, thanks again and we love you beautiful people (with the exception of those who are under the minimum age of 16). -Dylan Griffey
*Virtually dap's you up* >: ]
Hello my little last but not least's, congratulations on your game finally getting released. I love the uniqueness of this title, you guys honestly did a good job making this game. Sadly, I didn't finish your game due to the frustrating gameplay it had. For example, the camera lacks a proper clamp to stop you from doing vertical 360 degree vertical rotations and the cameras sensitivity is so high it makes the game incredible hard to position yourself. In combination to the camera, the movement itself is lacking as it feels like your sliding around on ice. The cloud bouncing is terrible as it's momentum and directionality feels random. I think the visuals are very nice with the assets you all used but the game takes ages to load. I think the audio is serviceable as you guy's do have ambience but this type of game really needs sound effects as this game feels like a fever dream immersion wise. Another thing your game feels as though it is missing is the theme. Your game lacks anything about a C4 corvette or any real relation to the historical event it parody's. Overall, I think you all did a decent job this Game Jam. I'm sorry for the harshness of this review my friends, but I have to be fair and tell the truth like I have with everyone else, I wish you all the best and really want to see what you can do next Game Jam. Luv U! ;3 -Dylan Griffey
Thank you for your support, as I don't have a no. 1 favorite game I will tell you that your guy's game was one of the the more favorable experiences I played. Yes, I have plans on better optimizing the web build and adding a spawn limit to both the web and the windows version of the game. All I will say is I recommend the windows port but in the end I do understand the web build is the one that is being rated. I appreciate your support and wish you well. -Dylan Griffey
Who's height is far below the national average for men his age and wrote a 3rd comment for your game, this guy! Jokes aside, I found your game to fundementaly great. You all have audio, a C4 corvet, but sadly you are all missing something to do with 30 seconds (at least from what the average player can tell). I think your game could do with a death sound for the enemy's and either a way for them to spawn in or to have an added end screen when they all died. With all of that out of the way, I really wanted to praise you all on your absolutely fantastic driving mechanics that are some of if not the best I have seen in this game jam. I really think you guys could make an improved game off of these driving mecanics where you have larger maps like race tracks or somthing similar while adding more reactive deaths to the enemy's (ragdolls would be a good idea, but only if you understand quaternions, unless Unity has a built in ragdoll system which will make it easier for you guys). Overall, I really enjoyed your game, I enjoyed it so much I went through the games GTA 5 length loading screen (PS4/Xbox One version) a second time just to replay it again, and if you couldn't tell already, I am eager to play your future creation next Game Jam. -Dylan Griffey
Hello again, I want to let you all know that the way I learned that you guys were misssing the UnityPlayer.dll file is from my experience trying your windows port. I am a GoDot Developer and had similar issues when exporting my project due to a file called index.pck being reported as missing, that until I relized it was a naming issue. As I don't use Unity please take what I said with a grain of salt. I hope you all find a solution to your issue, best of luck! -Dylan Griffey
Hello lost souls,
I just wanted to say that if you have yet to see it, I plan on continuing development for this project. If you haven't seen my replies to other patrons then I recommend you read them first (they can be found in the review comments). I would love to gather public opinion on things that should be added, fixed, or completely overhauled. Whether you want a new weapon or the ability to romance JFK himself, give me your ideas, if you don't want to share them publicly please send them to my email Dylan.Griffey@sanilacisd.org. Don't forget, your ideas are valuable, the sky is the limit. Lastly, if any of you have any questions regarding design elements, development philosophy's, or even why certain bugs or questionable issues occur in the current Game Jam release, please ask away, as I developed everything except for the Title/Death Screens made by Tyler and the 3D models (JFK, the weapons, and the C4 Corvette) by Keaton (with the exception of the Knife and MP5). -Dylan Griffey
"Thank you all for your support!" -Dylan Griffey, Tyler Cheney, and Keaton Wittbrodt
(This was also posted on the commentor page)
Hello lost souls,
I just wanted to say that if you have yet to see it, I plan on continuing development for this project. If you haven't seen my replies to other patrons then I recommend you read them first. I would love to gather public opinion on things that should be added, fixed, or completely overhauled. Whether you want a new weapon or the ability to romance JFK himself, give me your ideas, if you don't want to share them publicly please send them to my email Dylan.Griffey@sanilacisd.org. Don't forget, your ideas are valuable, the sky is the limit. Lastly, if any of you have any questions regarding design elements, development philosophy's, or even why certain bugs or questionable issues occur in the current Game Jam release, please ask away, as I developed everything except for the Title/Death Screens made by Tyler and the 3D models (JFK, the weapons, and the C4 Corvette) by Keaton (with the exception of the Knife and MP5). -Dylan Griffey
"Thank you all for your support!" -Dylan Griffey, Tyler Cheney, and Keaton Wittbrodt
(This was also posted on the community tab)
Yes, the reasoning for the poor collision is due to a rather large oversight on my end as the main developer. The reason it "seems" as though the enemy's you face are invincible is due to me setting the enemy health to a slightly more challenging amount and because of me creating two separate hitboxes for the enemy's (both of them being capsule shapes). One hitbox is used for enemy movement collision so it can collide with the floor and the walls, while the other hitbox was used specifically for bullet collisions. The fact that I used two sperate hitboxes baffles me every time I think about it as the hitboxes overlap each other. If you can put two and two together it is easy to understand that what is happening its that some bullets hit the movement hitbox while some hit the damage hitbox (when a bullet collides with any collision mesh/shape to deletes its self and a particle is dispensed). As I told "Ace of Spades" I plan developing an updated version of this game and to fix the issue you are talking about I plan on adding collision meshes to the 3D models skeleton so there can be headshots and such. This will fix the problems with iffy hit detection, I am sorry you had to deal with my incompetence. -Dylan Griffey
I know you encountered this bug yesterday (that is if your reading this on 1/7/24), but if you can tell me how you got this issue to happen I would greatly appreciate it, as I plan on developing an Improved version of the game that has more mechanics, enemy types, better collision, and an improved/larger level. Just so everyone knows, these changes will only be for the Windows, Mac, and Linux builds I will also be leaving the original Game Jam release as an optional download. To address the issues with bad FPS on the web build, I plan on modifying the current build as to keep the smaller map, set an enemy spawn cap, and remove unneeded assets to make the game run at an optimized frame rate. Just so you are aware, the only reason this reply is so long is so I can let others with similar issues to your own and regarded questions understand the reasonings behind certain issues and how I plan on fixing them in the near future. -Dylan Griffey




