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SilverEdgeGames

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A member registered Jul 15, 2019 · View creator page →

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Hey thanks for playing our game. Just have a few questions.

"Also, when I was presented with 2 options, I couldn’t tell which one was selected. i.e. is it the darker one or the lighter one? I still don’t know." Is this related to buttons in menus?

For damage - Camera shake happens when you get hit, slimes have a damage animation but it gets overwritten by attack animation when the AI calls for it to attack. There was one one image to work with and all the animation involved me scale, repositioning and changing the color. In the future enemy having more keyframes would be helpful but that wasn't possible for this game jam. Is there a suggestion you have to make it more clear that the player got it other than camera shake?

The arrows and fireball vfx doesn't use the same material as the rest of the level. Perhaps making it a 2d pixel animation would be a better fit?

Stamina loss was the original idea for Countdown (Theme) that the team came up with. Boss room count down came later. I look into adding stamina stations at shops to help replenish some and make the player choose shops even though they don't have money. There is a potion that boosts stamina 15 points and basically helps you win the game but that needs to get nerfed next build.

Hey that for playing our game.  Hopefully this clairify somethings and I can bounce some ideas off you to improve my game.

The object was to reach the boss room before your stamina zeroed out. I assumed the UI covered that but maybe I should have added NPC to talk to player and tell them stuff in the starting room.?
" seems to launch the pause menu in Vendors" I relplayed the game and wasnt able to access the pause menu will talking to shop owner is this a bug or am I miss reading this.
Esc should work on chest... the player should be forced to choose item before continuing. Its like vampire surives upgrade system or other roguelites.
As far as the "discouraging exploration" trap room have chest that are gold focused (used for shop). Monster room I believe has one chest hidden that focus mainly on weapons (with different weapon pools). Starting room chest I think has everything. I comes down to figure if you have enough stamina to risk killing an emey  to gain gold or look for a chest to get another weapon. 

webgl version doesnt like ecape button. Right mouse click let you go back in the shop menu as well.. if you getting stuck.

Next build I'll make it wont show you the same room twice in a row (it was on the todo list). After reading your post I considering disabling stamina damage in shop rooms. Also there 10-12 room before the boss and currently there is only 7 to choose from (not including boss and starting); so more room will help the game feed bigger. I am also conidering have a stamina station in the shop that a one time use and give you 20 points. There a healing potion basically help you win the game that will be nerfed as a one time thing (or x5 then it gone). Also strafe is an easy addition and wasnt added because of the equipment button placements. Also movement bug should be fix next build.

if you any gameplay improvement please let us know. We would love to hear back from you.

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For items: fire ball, healing potion wins you the game but you will need magic poiton to keep your fireball going. Also you could equip 4 bows and have a mechine gun if you time it correctly. What other equipement upgraded would you like to see in a future update?

What button do you think work best for both windows and webgl builds to replace escape button?

Thank you for the feedback and playing our game.

On my part 2 all nighters and very little sleep. The dungeon room I created a script day one to speed up designing them in 1 minutes (first day). Menus using same style and code base that I use in all my other game which speed that up. Player and enemy use the same movement and combat system (weapon equip weapon that have scriptable object and vfx that summon a collision boxes that take care off all damage).  The 3rd party are in the description I think there was 4 of them.

here the githud repo link its public for the game jam you can take a look and down load it.
https://github.com/Creadous/GMTK-Game-Jam

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Enemy movement has a bug that cause them to dispear. Try to fix it but ran out of time. Will fix after game jam(prioity for next build). Thank for the feedback and Ill make the boss more exciting in a future update perhaps better room design and a second ranged attack.

Car was fun to drive but this game needed some UI. Speedometer, distance left to travel and maybe a gear shift Image (manly for back up because I wasnt sure I was backing up for the longest time).... also your going the wrong way UI because I am 90% I was going the wrong way for one of my playthroughs.

Also pylons you should be able to hit for free having them rocketing off your car is a missed opportunity.  hell you could add to the timer as a small mini game.

Polished game that swings in difficulty. Some levels I am breezing though other are filled with holes and I now have to remember the path. I love the child like carboard looking art.

Downloaded it. Two window pop up,one with the game and other with combat logs. This game has very little player feed back even though a lot appears to be happening.

  A UI on the side or damage poping up would have helped me understand what was happening.  There is a upgrade system that cool but I can see how much better my character was getting with my choices.  Monster designs were fun but I was standing on the platforms hoping something would happen after the monster were all dead. 

The game need a pratice chest that keeps the time visable so you could see how off you were. Other then that very polished and felt good to play.

Ive played it twice and still dont get how to get a good score on the middle game but overally  loved the art and theme.

username: SilverEdgeGames

Fun polished game! The laser boss destroyed me  with a few shots (I am sure there was a trick to it hinted at the beginning but I didn't read it because reading for suckers lol)

I would have liked to have seen some sort of power-ups (like a shield, health boost, or laser spread) because the extra "bad guy" added lots of clutter to the map and the reward for killing them wasn't 100% clear.

Also, your ship health UI is at the bottom left, which is opposed to the boss's health, was too much focus shifting. With everything going on the screen, I was not able to at a glance how well I was doing.

These are small nitpicks. That game is very well crafted and polished. I review it highly because I can see a lot of effort and care went into its design. 

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Rogue legacy random dungeon / upgrade system. persona 3 command menu. shadow hearts judgement ring. romance saga 2 combat Setup. At least that's what I used as inspiration.

The whole time I was singing "That's Beyblade".  I kept crashing into the boss on purpose hoping to take it out.

If you had a way to increase your spin speed via rapid button pressing or quick time events that were triggered by running over Mario Kart speed-up floor booster or even speed orbs that you collected on the course that would have been amazing to keep and tempo of the game!  

If for some reason the top had particle effects that triggered when at top speed and a 3d model of a dragon appeared overhead, I would have lost my shit.

Overall I enjoy your game.  music was great and the top concept was perfect for this game jam.  My only wish is could go faster and smack the boss with my top speed.

Thanks for the feedback.

Truth be told I had run into many bugs with dungeon generation and I didn't get the combat system working like I wanted to (Romancing Saga 2) till the 31st. I also tried out the timelime attack sequence which I wasn't 100% sure would work because I've never tried it before this game. I was running on 1 hour of sleep for the last 2 days and Unity locked up for +3 hours trying to import the model 3rd boss. (Kraken that would have been fought in space maybe throwing asteroids that player). 

If you can find the bosses try fighting them because I made open sequences to them and there attack animation pretty fun. Timeline sequence let you do alot more with camera angles.

I will definitely make webbuild. I did didnt because saving the credit earned each run is super important to progress and Web build doesn't let you save.

Combat balance is completely broken and for a game jam, I was okay with that.  I would have added item use, skill, and limit break which would appear as a gauge in the revolver menu selection.  The skills would be randomly assigned to each character class and be different for each playthrough. Items you would pick up in the dungeon or the player could start will them depending on which upgrades you had. Also, there would be blueprints that you can find in chests; allowing you to create new weapons to add to class load-outs.

This visual was supposed to be more high end but I was having issues with the "Protofactor Alien" humanoid animations. I also ran into an issue with the Environment I was going to use where a weird light shine appeared. There is technically an enum that I can switch which will change the level from low-poly or high quality; changing all the walls, floors, and ceilings on run time.

Sound effects and background music weren't added because I ran out of time and was 1 developer. This will be added to the build after the game jam. 

I hope you will try out version 0.0.1 which I usually do after a game jam to clean up and add some absent features (like sound effects and maybe a tutorial)

Thanks for the video, I watched it and I'll watch it again once I'm mental back into the project.  The lute showing up with great sword is a simple bug fix that I'll look into for the next build.
If you really think the game has potential I can defiantly put more effort into it  and spend some money on unity assets to make the world pop more.

Thanks for your support

That all fully polished stuff I am afraid. I'll take a look at the barkeeper soft lock.
if you haven't explored it yet there is starting of dungeon if climb toward the mountain. (two rooms with bad lighting and new bad guys that are harder to kill).
Dungeon been papered out but not fully constructed and it will probably get done for version 0.0.2; some time after the unity summer sale.

Hotfix C is up hopefully that fixes most if not all your issue. Let me know if you run into anymore.

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Hey, thanks for the reply I'll look into these issue.

Controller support technically isn't full supported but there is logic  set in place that hasn't been fully tested (due to time constraints for the jam) Unity probably sense you had controller plugged in and used that as the Input scheme.

The "Attack" bug is when you equipped the "on Guard" sword (animation not hook up properly with main character)

officially you cant unequip item without re-equipped another weapon (ran out of time) but I'll add it in hotfix C

I'll take a look into the potion issue. 

Their should have  out tomorrow with fixes and improvements. 

Hotfix B is out.

  1. Chips (barkeeps) conversation should now work.
  2. Missing dialogue choices may have been a run time bug in relationship onClick() so that may have been fixed (let me know it wasn't)
  3. Add version number on title screen make sure your game says Hotfix b
  4. Added better dialogue choice on hover and off hover effects for user feed back (if you can't see them then let me know) 

Hey sorry about that. I just tested out my build. The only issue I found is that your cant talk to the barkeep. I put out a  hotfix 2 days ago,  make sure you have the current build because there where was a issue with space baring your way threw intro dialogue that caused weird locking issue issue.

I'll work on it today and see if I can fix these bugs your brought up but I will need your help to narrow it down.  To me it seem like it not registering mouse input controls on your end.

As for controls.
open menu is  escape then interacting with other menu option you have to click the button.

for dialogue, spacebar or clicking on the line with move txt forward on talking lines and choice can only be select by mouse clicks on the buttons.   (I'll add keyboard selection in the next build)

So here the question you finish the title intro then get teleported to the town. Who do you talk to first / what do you do? Let me know the steps you take for soft lock and I'll see if I can get a build you my end of day.

As for guide:   

1. Find 2 chest hidden in town that will give you weapons and make combat easier

2. Go to the guild hall (building with statue)

3. talk to bard at then end of the room.

4. travel outside of town towards waterfall. fight boss. (Recommended  lv +3)

5. use the Gundilim fireball and bard song to keep your party afloat (I've also added 3 HP potion and 3 mana potion) if you don't have those then you don't have the hotfix.

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Well here Is my game hopefully you can add it to the jam.  Extra credits added one of my games late to their jam years ago but I have no idea how to do it on your end.

https://silveredgegames.itch.io/so-im-the-second-girl-to-be-summoned-to-this-wor...

Hey, can you submit my game to your jam. The building for the shaders has is taking way longer then it should (+40 minutes) and I am pretty sure I am going to miss the cut off considering I have to rebuild to make sure the title screen starts first

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I'll upload the webgl version to itch.io when game jam lets me.

until then if you don't want to download it.

https://simmer.io/@creaouds/manor-of-monsters

Things I changed: v0.1.1

  • add house to title card sprite.
  • spelling and grammar error.
  • Update spawning so that only max of 2 of each type of monster can be on the map at a given time. 
  • Balances the chaos out a bit.
  • A* pathfinding

Glad you liked it. I am aware of the clicking issue I'll fix it in the update and hopefully add A*pathfinding for vampire and werewolves (cut corners bc of time constraints)

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"speak words" was a little short when looking first example symbols .  S = pyramid thing, A = L shape thing.  There was gabs missing. I am not sure that was intentional or if 2 letter = one symbol. The second puzzle game me a shield and the info said "??re"  (I think). The only other writing on the wall had 2 new simple I never say before and never used the shield.
Maybe it a bug, I am will try the game out again. I just found myself walking in circle look for other clues.

Games is not very clear. Description gives a hint how to get pasted the first door but  even make an alphabet list there symbols missing to get passed the next door. I pretty sure I didn't miss anything in the room so better UI feed back would go a long way to help the player.  

Good:
Neat idea with switching to the shadow world!

Needs work:
The tutorial sign about the switch to the shadow world could have been placed better. I am only saying this because I tried to jump the gap twice bc reading tutorial is for suckers and I am bitter.  Also, where are the checkpoints

You sir are dick. Great little game if you like the abuse. Awesome blood effects

Pretty fun. Found a bug (webGL version) if I get teleport to the middle window I can't jump (up or down) and I am lock in that zone until killed.



https://silveredgegames.itch.io/star-girls

  • 6 unique girls with their own stories, items, unlockable costumes and favourite date locations. 
  • 3 dialogue choice. Play the kind of rookie you want to play; be it charming, smart or a badass. Every girl has their preference.
  • Bullet hell combat system that can be customized to your playing style by upgrading your stats through training, buying fighters and assigning the right star girl as your copilots.
  • Original soundtracks that are tailor-made for each planet you visit.
  • Hundreds of unique lines that are voice acted and lip-synced with facial animation.
  • 20 CGs that are unlocked by events and endings.
  • Multiple endings that tell how your actions changed the character's future.


    The game on average takes 2.5 hours to win over a girl. With each girl having their own story and bosses play times might vary if you're trying to get the harem ending or accidentally get friends zoned by one of the girls.
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Hey thanks for playing the game and the feedback.

It was a game jam so I ran out of time in the last level (fire particle weren't working and I spend way too much time on them). 

- The "end game" complete screen was rushed... I was working on a boss for that last level (golem thing) but that was cut. There was several story panels  that I didn't have time to implement.  

If enough people want a more fleshed out game I'll  send another weekend or 2 on it and release a director's cut (while keeping the game jam version up as well)