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Tired Bunny

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A member registered Oct 17, 2020 · View creator page →

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Whoah, thank you for your comment! I’m glad you liked these small details

Hellow!

I did notice most of my planning made before jam started was inefficient in practice, but I also enjoyed making my game, and did in fact predict I would be very lazy so my real time of making game was not 10 days but about 30 hours despite me being mostly free during that time.

Also, I learned Godot, not from scratch, but it’s a first project I made with it. It’s also a first time I thought my university c++ lessons were actually useful, since I had a lot better understanding of things I apparently did not understand in Godot before, and this time I was not even using any tutorials, only searching for specific code-related documentation when needed.

I think I will probably continue developing my game someday if I would find motivation and not become sidetracked by another projects - There is a lot to update, and I doubt me making the game open source would make the project find another person to update it.

Thanks for feedback! I did not have enough time left to make balanced levels, and I was instead making separately normal, very easy/bonus , and somewhat challenging levels without even properly categorizing them, just labeling in level selector.

If I am going to update the game, I think I will do more casual levels

Thanks! I am glad that you liked the things I put, I think, the most effort towards.

This game look cute, but it desperately needs something like indicator where is “below” from game character (in older games it was done as circular pseudo shadow of the character), probably slightly slower moving platforms.

Overall I think it is still very good, especially graphics and humor from dialogues with Cayenne

Also, I think I found some runaway collision box and character can walk on air here Screenshot of the descibed bug

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A person playing from Linux here - is working well with Wine, though I have not tried in a completely new prefix, mine may contain something wine does not ship by default.

I did not see anything like this game before, with using match-3 to create powerups, and I really liked it.

Game feels pretty much finished but I encountered that it put some ingredients on the launch of the game, it seems it generated board with valid lines of 3 and more.

Also, I was originally confused about how to play it, but I found it fun to learn how to play from trial and error.

Edit: Forgot to say that I liked the graphics too ^^

I don’t think I can say anything that others didn’t say, but it’s short and sweet, and absolutely awesome for a gamejam project in terms of overall feeling of being well-made and finished.

I’m thinking about making a game similar to Peggle but with Pepper and Carrot characters, since it would be presumably easier to make, it’s something I didn’t see in FOSS videogames community yet, and it’s something that has a “vibe” compatible to one Pepper and Carrot has (probably because of backgrounds found in the original game)

Peggle gameplay I found on someone’s Peertube:

You can launch linux container on a ChromeOS though.

It will be more tricky to set it up + Itch io app requires to be launched as appimage (self-contained app package) first, and manual install of game seems to be even less straigtforward if you are not a command line person (I don’t have ChromeOS, only linux, so I just looked over some guides and can only recommend to search them too)

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Use Itch.io app (easiest method)

OR

  1. Unpack tar file (use archive manager of your distro or the one you installed manually if there is one)
  2. Then make .x86_64 file executable (right-click menu > file properties > search for “executable” checkmark)
  3. And double click .x86_64 file to launch the game

OR

Use this commands in the same directory you downloaded archive to by opening terminal from correct folder in your file manager or doing cd command with required path (this does the same as previous method, but in terminal, may be needed if you use distribution without required features in preinstalled gui software, also, change every version in command to match file you downloaded)

tar -xf DiBS_0.4.4_lin.tar.gz
cd DiBS_0.4.4_lin
chmod +x DiBS_0.4.4.x86_64
./DiBS_0.4.4.x86_64

Last command will launch the game, after that you can also double click in file manager to launch

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Cute and simple (but not that easy) game! It really looks professionally made and finished. Only two things I would ask for if it gets updates - disabling automatic shooting on mouse button hold and adding reset button/hotkey to quickly restart level

I'd like to give some feedback on this game, because it looks promising, but it's apparent that this is jam demo of a beginner project:

  • Downloadable version is a Windows application, and, while it can be run on mac and linux using special software, it still should be labeled as Windows version
  • Exit button in main menu should be removed or changed for web build, because it just freezes game while not exiting fullscreen automatically
  • It's still not that clear what final game will be about, because demo is too short, so it's hard to give feedback on gameplay. If running from invaders is supposed to be important part - it's too simple if you know you can run and too hard if you haven't checked controls menu, but I think it can be used as tutorial on running if some text like "press Shift to run" is added.

Good luck with finishing the game!

Is native Linux version dropped? Steam demo runs through Proton just fine, but I am curious, because I haven't found mentions of deleting it in devlog

I haven't made a game for the jam because unplanned things happened (I still feel sorry for wasting time of jam host), but I want to wish everyone good luck finishing your games!

If I understand correctly "Host Server" checkbox in main menu will basically do same as "Open to LAN" in MC, at least if you don't have static ip, opened router ports etc.

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And thank you again for replies! If it won't be allowed, I am okay with that (just will feel awkward for wasting your time), but I hope this situation helps by itself as precedent in case someone else will have similar idea in future.

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Thanks. It's called Minetest and it can be used as a standalone game (it's the reason why I wasn't sure about rules) but it is also basically a game engine (you can even delete built-in game assets and still play games based on it, so that is basically what I want to do for standalone package).


I can package it with my game because it's free under license that allows redistribution and modification, as I said in my first post

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Random tips related to the game:

  • This page seems to be unofficial (not sure) and has outdated version of the game, so I recommend going to the link in the bottom of description to check official  webpage, source code, forums to ask questions etc.
  • Game launches through exe file in "bin" folder on Windows, for Linux I recommend checking Flatpak/Your distro repositories first and for Android version use Play Market or F-Droid (Android port overall is kinda bad, better play on PCs if you can)
  • This game is basically an engine for "Games" and "Mods", standard game is bare bones and just boring, but there is 1500 or so mods already in built-in Content Downloader, try them out!
    • Examples - MineClone 2 or 5 is a games for "Minecraft" expirience, NodeCore is a very hardcore "feature exploration" game, Mesecons is a mod that adds "redstone"-like logistics, i3 is the best inventory mod out there etc.
  • There is a lot of online servers out there, and a lot of them are with actual players online most of the time, so try them too.
    • No one can ban you from every server at once, because servers are independent and there is no centralised "account" system.
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Thanks for the answer. Sorry, I slightly don't understand question in last sentence because of my poor English, but if I understand correctly - I want to have my project both as a "game" for engine-interpreter-game-thingie for people who are already using it and as a standalone game (or what would look like a standalone game to the end user, because it will not require any additional downloads) for everyone else, and wanted to ask if it will be allowed.

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I am also confused, because I haven't asked about why something is a thing or what opinions people have, I have asked about clarification on some aspect of rules, because "external third-party software" can be anything, including dll libraries that unity engine putting in games' folder or directX libraries or browser with javascript support, specific OS etc.

I needed a simple answer, preferably from the people who I am sure are part of this jam's stuff. If I pack engine/interpreter with game (some of engines basically do that already even if we do not know that) is it going to be "external third-party software" by the rules or not?


P.S. Rules are not clear, I am not sure if in my case it is "external third-party software/game" (see rules, forbidden) or "interpreter" (see rules, it is okay to use)

It is not. It's made from scratch using different language (and has very cool modding abilities)

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I mean, I need to make people download random software to run my game either way, because my game is also a random software they can't surely trust (especially if it's made using third party engine)

It doesn't make a difference if I compile game using some engine (if there is malware some engine can put it into compiled game) or if engine itself is interpreter for the game

There is such rule as:

  • "We do not accept submissions that require external games or software to run such as roblox. Games that require interpreters (python, some interactive fiction languages, etc.) are allowed."

But is this rule applied when I can (both technically and legally) ship the my game with software that is required to launch it? This software is engine I wanted to try out, and it's free and open source, so I can legally redistribute it for not commercial purpose and modify it to launch my game for default so project will follow jam rules. 

I think this should be allowed if main reason of adding the rule was possible problems with legality/accessibility of projects and not something else, but I decided asking just to be sure.

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For some reason freezes on start of first cutscene on Linux (both Linux version and Windows+Wine). Unfreezes after some time and gameplay starts, but skips cutscene itself.

Still, very cute game!

For some reason, in linux version all of text in this game dissapears after one package delivery. 

It seems that program fails to import model (parameters window closes and it stays on the previous model) when there is cyrrilic characters in path to model file (I suppose it is also applied to other non-ASCII characters). This issue is very small, but I posted it here, even if this doesn't need a fix, maybe someone will find this useful.

Игра очень короткая, но зато не успевает надоесть. очень приятно что игра не требует идеального прохождения. Из багов заметил, что у меня даже через десять секунд не перезаряжается рывок, и то что нужно при выходе в главное меню нажать на крестик, а не на галочку, что немного не очень логично. 

Есть небольшой баг - когда (по крайней мере в первый раз на первом уровне) валишь дерево, его можно случайно толкнуть во время падения и оно упадёт в обрыв. После этого нужно обязательно делать рестарт, иначе уровень не пройти. А так, игра классная, хотя и текст нужно немного подредактировать и исправить (если это не специально)

Заметно, откуда шло вдохновение)

К гейм-дизайну вопросов никаких, с этой точки зрения игра отличная, однако в исполнении заметны небольшие косяки (знаю, что это простительно для игры для джема), например, меню паузы проходит сквозь стены, а в ступеньках застреваешь, если не прыгнуть заранее.

This game has awesome concept, but controls are difficult to handle at first and game is need to be run on good pc for playable expirience. Aside from this facts, game is great

Get stuck on hard/bugged level? Use Cheat Codes combination: 

  1. X+C - Previous level
  2. X+V - Next Level