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Some Dumb Fox

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A member registered Oct 31, 2020 · View creator page →

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Your comment made me realize I failed to mention that the player does heal in between rounds. I have it set as 10% of your max HP. Since enemies can get overpowered really fast, the full heal was added to hopefully balance the choices. But I agree, health would need some work  to be polished.

It is, it's a bar with text at top.

You should have gotten an email from itch.io with instructions on how to enter your claim. The email, on my end was titled "[itch.io] The GameDev.tv Game Jam 2022 - Free Course For All Submissions! - Congrats on Your Jam Entry! - Here's How To Redeem Your Free GameDev.tv Course." Use this to search your inbox, trash and spam folders just in case the email was misplaced.

If you still cannot find that email, you'll have to contact one of the hosts to have that email sent out again. If I recall correctly, they did mention they'll provide instructions for people who may not have gotten the email. As it's possible itch.io could miss some people in the process. If you do find the email and submit your course, remember it's first time they've done an event this big with this many submissions. So please be patient and give it some time to process.

I have not, and that error is concerning. It's one that a browser will throw when the SSL certificate domain does not match the domain name you're visiting (IE: cert says google.com, but the domain is giggle.com). Which doesn't make sense. Sounds like your network might not be secure. Are you using any proxy services by chance? Or are you connected to a public network?

From their stream yesterday, they estimated about 2 weeks minimum to go through the entire spreadsheet to process claims. It may take longer. How long it applies to you will largely be dependent on when you filed your claim, since they're processing it in a first come first serve basis.

They explained the process on a recent stream. It's a manual process, and is being done in the order of when the requests are recieved. So it may take a couple weeks, but it'll show up as an available course on the gamedev tv account you have given them. I do not recall if they will notify you when the course has been added, but I assume they will with the gamedev tv account.

I missed that little bit in the email. Thanks.

To add on to this. I have recieved the email already, and have already added my team as admins before submitting the game. Do I have to inform my team about the email, or will they recieve their own email with the link as well? Just want to be sure of the right way to go about this.

Excellent work. I can tell a lot of love was put into this entry.

I see you provided an update to improve progression, however I'm still stuck after building the rocket base. I like the idea, however I feel there might be a crucial gap requirments to progress. Or it's still not clear The hammer upgrades asks to smelt a metal from the furnace (which can be built at the workbench) But no amount of playing the same area allowed me to unlock said recipe at the workbench. I can only build fabric. So how do you get the furnace recipe?

Given some time constraints we weren't able to get in a proper "how to play" screen. But I love that you were able to figure it out with little direction.

As for the lives, the player has 3 hits per life, the UI would indicate that in the future (the three print on each paw). A loss of life will reset your multiplier. Also, the number of life you have determine how how the multiplier can be.

Also something easy to miss is there is technically no lose condition in the game. Something I wish I had time to really show off better, but is functional.

And yes, we totally aggree with you on the specials. It's something we did want to include, but alas time was not on our side. I'm really glad you enjoyed what was implemented and we look forward to creating improved releases of the game over time.

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The key dropping to the bottom most tiles creates a softlock too

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I broke the game pretty fast. On the second screen, while holding the key, I allowed the platform to bring me up. I dropped the key, it flew down the screen and when I went down and pressed the switch for the platform to come down, it pushed me and the key down.

Then I was able to walk through the first box by letting the box drop the key and picking it up right afterwards. I assume this might work for other boxes set up in a similar fashion.

Also, dropping the key while on any solid platform above the ground will result in it passing through the higher up platforms and landing on the ground.

Aside from the collision issues, I find this game very pretty. You did a great job with the visuals.

I really like the concept and mechanic you've designed and I can see a lot of potential in this type of gameplay. However 2 things are required. Faster stamina recovery and faster player movement.

I like the theme, and found it easy to pick up and figure out. Some feedback I would provide is offering the player better visual cues as to where traps are, and possibly faster player movement. Trial and error games can be fun, but if you're moving too slowly while repeating hte same task 2 or more times can become feeling like a chore fast.

I'm pretty sure the camera is suppose to behave like this by default.

This is a screenshot of when I use one of my 16:9 monitors , This looks good, and doesn't feel odd.

This is what it looks like with my 21:9 monitor. Note how the characater is closer to the camera and touching the bottom of the screen. Because the FOV is larger now, when turning the camera it now feels twice as fast as the 16:9 screen. Thus leading to the movement feeling awkward.

Another way to fix it is to allow letterboxing to occur in your game so it targets a preferred aspect ratio. It's and easier short term solution.

Itch.io won't let me upload screenshots due to increased server traffic. I don't believe it to be a bug. But an unintentional FOV problem with the camera leading to undesired behavior. The way to fix is is to have your camera and renderer be aware of the monitor aspect ratio and adjust accordingly.

best way to explain it is the character model ends up very close to the camera and it ends up feeling pretty awkward. I'll get some screenshots for you when I get the chance.

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the mouse is there since it's to mark the point of where the player hit box is. We're still figuring out a way to make it clear without the mouse that isn't just a marking on the ship.

thank you, specials are on the road map, but given the time constraints we had (most of us have jobs) we couldn't get it in. We plan on getting this game polished up with multiple levels in the future after the game jam.

And then suddenly, there was gun.

I like how we have had similar concepts, but with completely different gameplay. Nice aethestics and assets chosen. Excellent work on getting a submission. I do suggest working on the speed for the input in controls a bit, it feels very slippery.

Excellent game design. The puzzles were very intuitive. Love the theming as well. Only feedback I have is to allow respawning to occur faster. Waiting a couple seconds can prove cumbersome.

Interesting models. But a bit cumbersome to control. Might be due to using a widescreen monitor. The camera is zoomed int on the character. As one mentioned, the platform area is bit plain as well, and could use some love to make it look better.

Love the atmosphere and mystery behind it.