Thanks for trying out this game and reporting that issues. I've just released an update, so hopefully you will not encounter that bug now.
DevKage
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Unfortunately I am not able to run this game. Here is the hazel log: https://pastebin.com/i0xgjs0F
Good one! It is great to see that you were able to get quite a responsive platformer character movement with forge2d. The characters still get randomly stuck at places, but can't complain since it was made within such a short period of time. Also liked how pushing the enemies off the level is also handled as part of the gameplay!
The background track is 🔥! And an equally lit game as well. The embed height is problem too big. Makes it difficult to play on smaller screen resolution. But I guess this game is more geared towards mobile devices, so I wouldn't worry much.
For the first couple of run, I didn't realize the some cars were attacking me. The bullet were a bit hard to notice 😄. Also, the cars don't seem to be getting removed from the game once they leave the screen. From the source code it seems that you are clamping them to a value and are using the same value as a check for removing them from parent. But the check is for strictly greater than. As a result of this, the game becomes unplayable if I stay on the game over menu for sometime.
Defector is well polished! It has decent number of enemy variations with unique abilities and attack pattern. I definitely felt the need for health pickups, because by the time I reached the boss level, I was very low on health😆. Even aiming with mouse would have been a cool addition. Loved how well designed the levels were overall.
Cool use of the 1bit theme. I couldn't memorize the fully grow stage of each plant, but I figured if it large enough, it is probably ready to be harvested 😄. Now that I think more about this, you could also let the player harvest early but reward a lower score. But anyways, I can totally see this potentially turning into a fun little couch co-op!
A quick tip: The character moves faster diagonally. This can be avoided by just normalizing the move direction vector.
Some royalty free and publicly available assets do not allow redistribution. Which means, these assets cannot be placed in a public repository. In such cases is it fine to just have some placeholder assets in the project repo (with links to original assets) and use the actual assets only in builds published on itch.io.
Thanks for informing that it is not working. Will have to figure out what is causing the issue. Meanwhile, you can try out the web build of this tool. I wasn't able to figure out how to export the output in web builds back then. But it is working now.
Right now the exported output is just a json file containing some list of numbers. It is useful only if you are using Flame engine and want to display an isometric map. But in future I might consider exporting screenshot as well.
Hey VOiD1 Gaming! Thanks for this awesome music pack. I've been using your assets for quite a while now and I had a doubt regarding the license. I know that redistribution of these files is not allowed, but does putting them in a public GitHub repo also count as redistribution?
I am asking this because I've used one track from this pack in a game development series on YouTube and that game is open source on GitHub. As I am not sure if I am allowed to put your audio assets in that repo, for now, I've just posted a link to this itch page. But asking people to download the whole pack of 300 MB just to get one track from it and then run my project feel weird 😅. Would like to hear your thoughts on this.
Here is the repo that I am talking about: https://github.com/ufrshubham/spacescape
And here is the readme that links back to your music pack: https://github.com/ufrshubham/spacescape/tree/main/assets/audio
Totally agree with your thinking. But the problem is this jam wasted almost 1 week worth of work for many people. It's not like we are angry about the not winning, but it is the management of this jam that we are talking. First, they didn't say that it will be a rated jam. Then they waste so many days and then finally tell ki you have to review the games.
All that was also fine. But now the problem is there is no rating actually. It is just that people are posting comments on the jam submission pages. They should have enabled rating from the start. They just wasted some much time of so many good developers.
I like you optimism, but the only thing I could hear in his video is "Mai busy, tumhara tum dekhlo". This whole jam was a joke. First, so many invalid games were not disqualified. Even after repeatedly informing the hosts. Then delaying the results. And finally on result day we are asked to rate the games ourselves. 🤦🏻♂️
It would have been much better if rating system was announced at the start of the jam. Many would have gladly reviewed. But wasting almost 1 week and then asking to do it show how seriously Nikhil and other hosts were taking this jam.
Thanks for the windows build. Since you said that it does not work on Chrome I tried Edge and it worked there. Not sure why though but I am able to run other Unity games in Chrome without any issues. But anyways, you game was fun. The backstory was really good. Even though the game-play was very limited, the story made the whole game interesting. I enjoyed it!!!
The frustration on this on was real 😁. This game reminded me of the classing snake game, but it add so much more to it.
I went upto level 20 and then just gave up. But the whole concept of fire was use very smartly. Some times the camera angle made it difficult to guess when I have to turn and when I have to jump. But that also kept me engaged in the game. So good job on that. Level design was great too, it didn't feel like I was seeing same level again and again. Each level progressed gradually and introduced something new.