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gobbe

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A member registered Apr 19, 2021 · View creator page →

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(3 edits)

THANK YOU ❤️!

As the lead artist I am very happy that you liked the art style. I went for a more cozy/cartoony style for this jam, in contrast to the more serious theme of the game (preventing sheep genocide). We (I) didn't put enough time into fully embrace this theme, but I am still happy with how it turned out  :)

For the game design itself (to embrace said theme) we had a bunch of *stuff* planned, but we ended up with an amalgamation of it (or else it wouldn't have been up & running in time for the deadline).

Ye, I am really happy to hear you liked our game  :)

Happy to hear that!

I went for a more cartoony/cute look for this jam,   And I'm hoping to take that even further for the next one!

There were a bunch of features we just didn't have time to implement, so I'm hoping we release a post-jam build. Or just continue on the game in general (but you never know). 
We even planned to have a boss fight at the end, (either against the vampire/wolves or the sheep themselves).

The sheep were initially designed as goats in the testing stage, but after adding a new designs the horns were gone. Then after that design got an outline, I had to add the horns back for better readability. I guess you could call them sheep-goats :)

Thank you!!


I am very happy that you liked it! 
But as you said (and I FULLY AGREE), the pacing  [might be]  IS  way to fast  (ex, movement, enemies & combat). I am planning on revamping this in a later update, post jam :)

As you say, I didn't incorporate health correctly. And I am very sorry to EVERYONE that didn't get HP (or a challenge).
BUT I am -as mentioned- going to update the game later on, to fix all* the jam issues (and trust me there are MANY).


*That I am currently aware of

(1 edit)

THANKS!

As for pointing at the player:

  1. Why?
  2. Spinny blade mode (really op ult?)
  3. Let's call it a feature 😏 (I might smooth the camera out for it tho...)
(1 edit)

I greatly appreciate that you liked it! And as you said, HP is an issue. BUT I am going to FIX IT!! [woo!]

I am planning on updating the game, post-jam, to fix all* of the jam issues (music, HP, enemy AI, combat, and more).


*that I know of

Well Hello there!

I hope it is not to late for this, anyway here.


My game is a fast paced work in progress with a unique twist on the usual fighting/rpg combat. Not very much was actually completely finished for the jam, but I am planning to release a major update after the jam has ended :)

Who am I, well a (soon to be) 16y/o solo developer. No real team yet, but I am hoping to change that. I do pixelart, some music (not very good, hoping to improve at it) and ofc coding  (I have done C, python, adruino and C++, but I mostly work in C#).

I'm thinking about starting a YouTube channel myself (actually more like rebooting a dead one). 

Thanks for reaching the end, but that's all for me. :)

Thank you!

Wrong game though.. but yea, I've joined :P

Thanks!!

Ye, I tested with different speeds and felt like the game was too slow or "un-responsive" at lower speeds. 

I'm glad you found it interesting tho... :)

Thanks!

Yea, I was planning to add so when you kill an enemy, you heal a bit of hp (like doom). I did not even get to finish the player hp during the jam sadly...

So yea, there is really no punishment for touching an emeny, I agree. It could be where you have to chose if an encounter should be fought (for loot) or just dodged (to save hp).

I am planning on adding music and (more) art, expanding the game and story, and I'll probably also add some new weapons and (actual) player hp.

Glad you liked it!!

(1 edit)

I am happy you enjoyed it!! :)

As of now (jam build), the game is short, the music doesn't exist and the sound effects don't fit (they aren't home made).  

I am glad you liked the feel of the game, since I spent most of my time tuning it (before even having an MVP).
If there's anything to take from this journey (or jam, idk), it is to prioritise completing some first test concept level (NOT POLISH) the first few hours. 

Except, as you probably can tell, I did the opposite. So the game feels great 🤤 
BUT in terms of gameplay, there's practically nothing. 

Now I can definitely blame getting sick halfway through the WEEK LONG jam.
Except, it's a WEEK LONG jam 🗓 - 🗓 - 🗓 - 🤧 - 🤒 - 🤒 - 🤧
AND I finished the MVP on the LAST DAY in under 4 hours. 

There's a lot to still be done AND I am hoping to release a major patch/update fixing most of these issues (bossfight?). 

Ye, Thanks for reading to the end I guess ;)

I am very happy you liked it! 

Ye, let's call it a feature 😏

Thanks, happy that you enjoyed it!

I hope to release an update a few weeks from now.

Thanks, I'm glad you liked it!

I actually got sick🤒 halfway through the jam, so I did not get to add as much as I'd planned (music being one of those things). Despite all that, I got a working build up (in time), and that is success to me.

I am planning to expand on this game, post jam (add a boss fight, actual player health, music, ye).

(1 edit)

Hello there, did you have time to play the game? Or is your laptop still charging?

Nice game, although maybe a bit difficult (I could not do more than one minute, when I was surrounded by hordes of dice). I thought that there were a lot of enemies on screen. Maybe decrease that amount a bit. Otherwise, very solid game. Good job guys!

The exe file didn't want to run, it said it missed dll files or something like that..

My antivirus goes ham over the zip file, it won't let it download :(

yea, I used game maker but turns out they charge you to make an .exe.

I will try to make a unity build sometime.. but yea.

ye, I didn't give myself enough time so sadly the game was never finished:(

Nice!

Thanks! I notice you enjoy my "3d-topdown" artstyle for this game, I myself had doubted over it many times.. "the player is to big", "what is up with the double shadows?", "Why are the colors so odd", etc.. Thanks! You encourage me to continue with similar artstyles for following games! This year, in just a few weeks I shall participate in the GMTK game jam, hope to see you there! :)

Thanks for your feedback! You are one of the few players who could pick up the game and get around it's quite complicated mechanics and the goal fast. I shall continue make this "clear" graphics for upcoming games.. but the question remains, should I make a "tutorial"-segment of the game, dedicated to teach players how to play the game better?

ye, I just got started with making games "for real".. I made the controlls from scratch, so they might be quite buggy, chunky and inconsistent.. I tried using rigidbody forces for the initial controlls, but they ended up being annoyingly hard to regulate due to the battery concept. The main idea is that you just have enough energy to get to the nearest charger, so you have to rely on them more.. you had to stay "connected". I agree to that the controlls were bad to say the least, the first playtests I ever held ended well, but that was only because I had bugged the battery, so it never drained.. this lead to the playtester skipping entire levels and glitching through walls. Ye the concept never got far. I am aiming to participate in the upcoming GMTK game jam.. hope to see you there!

ye, the initial idea was that the player was connected to the chargers, but I found that quite difficult, and evolved the idea into the current one. I should have drawn a line between the player and the enemy.. but I am unsure if how to add physics, so it would act like a cable.. ye.

Ye, now that I am done I can finally get some sleep..
It was a great learning experience, I learnt so much about game development that I earlier had forgotten, or not known at all was needed.. As said, a good learning experience, but I think I prefer shorter Jams, because this long 9-day jam gave me a burnout.. Ye.. Sleep!.. is good, ye.. Bye!