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victordayet

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A member registered May 27, 2022 · View creator page →

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Don't you worry for a single second. To be fair, I didn't manage to squeeze a lot of content in the last updates. U know, development takes time and everything...

Really, there's no rush. But if you really want to make another let's play of ggk, I would wait for the next patch on october first if I were you. That way you will have a new level to play;)

YEAY!!! IT WORKS!!!🥳🥳🎉    (thanks :)

Hi, I have the same problem... (custom link from 2 days age doesn't work either)

No waaaaaay!!! Must be one of the reasons you're nailing it, I just love this saga. There's something about it that makes it really special, I could never put my finger on what but it's one of my favourite books of all time. It's a shame it didn't go for longer than two volumes.

Hey man, I just tried out your game and I must say, you have a really cool concept in hands. I don’t have much to say about it since all the bug reports I planned on doing were already found (looks like the others beat me to it), but it really brought back the vibes I got from The Egyptian by Mika Waltari — that divine unluckiness, ancient mysticism kind of feel. I loved that, and your game nails it.

The only things that were a bit frustrating during my playthrough were that the dialog is in world instead of screen space, so you have to be in front of people to talk to them. Otherwise the text clips into the capsules and you can’t read much.

Another thing - it caught me off guard : is that when the game gets dark, it gets REALLY dark. Like I almost couldn't see anything. It was almost pitch black inside the house, I even fought the game froze for at least 15 seconds lol.

And the last one is that there wasn’t - or at least didn’t find it - a way to access the settings menu after starting the game. I know it’s still very early but being able to tweak things mid-game would definitely help down the line.

— btw the movement feels great, especially the jump and landing animations. Extremely smooth and satisfying.

Overall, I’m really excited to see how this prototype will evolve - I hope - into a finished game. I subscribed so I’ll be following along at future updates.

Best of luck on your development journey — I’m rooting for you!

Man, it's so cool of you to have played two versions of the game! All of these thoughtful comments made my day
I already fixed the mid-air controls, the back buttons that didn’t work and renamed ‘em, and fixed the scroll in settings menu - I really wanted to have settings that feel as good as the ones in Shady Knight but the auto-scrolling doesn’t let you do this in ue4 . I’d have to build a custom C++ solution, which I don’t have the skills for. Gotta cut the fat I guess. If everything goes well, except for the slight visual bugs, it will all be fixed in the patch for next month. (the visual bugs aren’t top priority but I did add em to the list for later)

Seriously, thanks again for such kind and constructive feedback. It means a lot, and it helps even more.

Yup, sounds quite logical when you think about it... U gotta fail to learn I guess🦖

Thanks, good to know!👍

Hi everyone, I thought it would be nice to have a place to commit to things for the jam, so here it is :)

I'll go first: during this jam, I want to crunch on my game like never before. By the end of it I want:

  • A finished interaction system
  • A finished dialogue system
  • I want to have an actually clear story written for the game
  • I want a github backup system implemented (I've been working on this game for 1.5 years, so it might be time)
  • A few small things like a setting to disable screen dithering, I wanna start using the actual decal system instead of stupid masked planes, etc...
  • I want the coalition's full layout to be done
  • The concept art for the blacksmith to be done
  • The controls for the gamepad to be defined and the menu for rebinding the controller to be fully functionnal
  • And finally, it would be nice to have more than a single level... SO LEVEL 2 BABY!!!!

Aaaaaaaand that's pretty much it me.

But enough about my game, I'm curious to know what YOU GUYS are commiting to do. Put your ego at risk, commit to things publicly, u know you'll be 10x more productive.

Can't wait to hear about your plans and see what everyone creates! Have a nice and productive game jam, cheers!

Wow, that's actually so rich and layered! I'm actually stunned by the quality and originality of this song. Fantastic job here.

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Wow, that's actually so rich and layered! I'm actually stunned by the quality and originality of this song. Fantastic job here. (sorry, it sent itself twice😅)

That's freaking chaotic but I love this song for this!
It suprised me in the beginning but I eventually ended up enjoying the overstimulation. Really cool song!

Gee there are some talented people out there!

Really like the sound effects, really creative :)

It's nice but I think it would  benefit from having a little more structure. But I'm not a musician though so I might be wrong.

Now that you point it out, my ears do kinda bleed listening to this. Not posted yet but I adjusted the volumes with automations and stuff. Thx for the feedback🫶

Thanks man!

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Oh come on! Really? No one?

I'm not a musician so no technical comment but damn! This sounds good!

Hi everyone, I know I have trouble being accountable with myself and a lot of people are the same. So I thought having a topic where everyone publicly commits to something would help everyone get more things done collectively:

For me it will be an uneven rock tiles texture. It must of course be tileable and I want to create a shader in unreal where you can select a few colors and each tile takes a random color from a list. So that the tiling isn't too obvious.

I'm trying to get something at least somewhat similar to the ground texture that this Fabrice Levacher concept art that I found on Art Station. 


Can't wait to see what you guys are committing to!

Thanks man! That's so nice of you, I'll try to update it again by tuesday to fix the issues I spotted by watching your let's play. Hope it shows when you try it out again❤️

Hey man, thanks so much for checking out the game! And seriously, it was awesome of you to do a let’s play — it was actually the first time ever someone made a video about one of my games without me even asking, which was super cool 🫶.

I’m still working on the story (nothing’s really finished yet), but honestly I don’t mind sharing it as-is, so I’ll go ahead and upload the latest build right now to keep things up to date with where the project’s at.

THAT'S SO SICK!!! I'm just a bit sad that there's no ground slam but otherwise I actually had fun with it so from the bottom of my heart: 🤌🤌🤌

Hey! Just tried out the new version, definitely a big improvement, I'm already hooked. That said, it's really frustrating that bullets can go through walls. I keep getting killed by enemies that aren't even in the same room as me. Hope this gets adressed soon!

Thanks for the advice! Right now I’m working on turning these messy, unfinished levels into something closer to a real demo. I’ll definitely put up a new gameplay video once there’s some actual gameplay to show—and when the visuals don’t look like placeholders. I’ll try to update the screenshots before next week too, but the post-process shader’s totally busted at the moment, so I gotta fix that first.
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Hey Alex, I just spent some time trying out your game and I made you a list of what could be done to improve game feel quickly.

1. It's a bit awkward to switch weapons. You have to move your left hand up from the movement keys to switch weapons, which makes you temporarily loose control of the character. It's good to have this option but there should be another way to switch weapons - the scroll wheel for exemple.
Also, sometimes I accidentally pressed on the key that correlates to the weapon I was already holding and just ended bare-handed. I'd get rid of this feature, it's not really intuitive.

2. It's weird that the camera tilt doesn't go back to normal when you stop moving. I had the same problem with my own game and ended up calculating the camera tilt with the side velocity of the character, works like a charm. My code's right underneath if you want to use it. You just put this in the event tick and apply the calculated value to the control rotation or the relative rotation of the camera.

The function "get_player_rotation_(z)" just does this:

(Oh and I think you can definitely divide the amplitude of the camera tilt by half)

3. PLEEEEEASE remove the motion bluuuur😭😭😭 I know my game still has it the last public version but since then I got rid of it and I couldn't be more happy I did. It gave players headaches, it's harder to see when it's on and it kills performance. No one will miss it if you remove it.

4. And the most important point: add sound effects for footsteps, landing, jumping. And animations for walking, jumping and landing (for both the arms and the camera). It's what gives the player weight. OCTAHEDRON has a great series of videos on gamefeel for fps games on Youtube. It helped me a lot.

Hope I was of some help, have a great day!

Hi, I decided to remake the entire UI again and add more settings and to rework a big part of the combat system to have a well-timed slow-mo when you complete a room.
So a lot of things are broken in the project right now but these settings WILL be there in the next patch:)

Sure! It's not the top priority right now so it won't do much more than disabling dynamic lights and tweaking the scalability groups settings but I'll try to slip this task into next week's schedule.

I'll keep you updated.

Thanks so much! Still a lot to improve but it's starting to shape into sth I'm proud of :)

Thanks! Yeah that's on me, I have a french keyboard and I forgot to reset the settings before packaging. It's fixed now👌

Yes of course! I took a loooong break after the Post Jam #9 because I had put waay too much pressure on myself to get things done and I was a bit burnt out. But now I'm all rested, and development restarted two weeks ago. Controller support is really close to being done, I revamped all the menus, started adding basic settings and fixed quite a lot of bugs.

I'll try to put a new demo here before 2025, with a few new levels and maybe some bits of the story. I might also create a Steam page.

Anyway, thanks for showing interest in the project man, it's not much but it's always reassuring when people are interested in what you do. Helps staying motivated.

Hey man, I just tried it out again and it already feels a hundred times better! I'm really glad that I could help a little bit. The game feels much more immersive with these new sound effects implemented and now it isn't unbearably frustrating to fight enemies. Although now there aren't that many and the game is a little too easy, you could spawn a few more enemies. Otherwise, it's a huge advancement so congrats man^^


If you ever need any more feedback dm me on discord, my username is victordayet . Cheers

Hi, I had a great time playing your game! Hope my feedback will be useful:

Good points:

  • First of all, I quite like the concept of having to manage the way that the different foods interact with each other. It somehow kind of feels like I’m actually cooking and it makes me feel like I’m actually good at it. I found it really enjoyable even if I’m more into fast fps and immersive sims so congrats! Your game is fun!
  • I really like the rush that you’re in when the end counter starts playing and I feel like I need to rearrange my entire omelet. Gives me Overcooked vibes.
  • The art style is really slick. It looks really polished so I quite like it.
  • The music perfectly fits the game and the sound effects are all coherent so good job on the sound part.
  • I really like the fact that you can choose different “upgrades” that affect your play style. It adds a lot of depth to the gameplay.

Signs and feedback issues:

  • It is really hard to understand what the point of the game is. I had to play at least 8 different times before finally figuring out the concept of “different foods make you win or loose points when they touch each other”. It doesn’t seem to be an easy task but I think you need to rework the tutorial in some way.

  • It’s hard to know if I’m actually winning or loosing. The top left corner indicator isn’t really the most readable. You’d be wise to switch it for a progress bar. I usually look at the score (and objective) near the end of the round - because I was too busy trying to make an effective disposition on the omelet. And in these moments it’s kind of a rush. So it would feel more fair if the information was more readable at all times.

  • In the first 10-15 rounds, since the game is going quite fast, there’s often not a lot of time to read what each ingredient does when interacting with another one. It’s especially an issue when we’re talking about a new ingredient.

    I thought of a solutions for this: it would be to slow the time down when the player has been hovering on an ingredient for about 0.5 seconds without grabbing it. This way, he would have more time to read. But it’s not a serious issue since each playing session is really short. So I don’t think it’s a big deal if you don’t “fix” it.

  • It took me about 20 minutes to figure out what the inventory was. If I were you I would turn it into a fridge (or rename it “the pantry” instead of “inventory”) and remove and ingredient from it every time it appears on the conveyor.

  • I only saw that there were linked objects after playing for an entire hour. It needs to be more obvious. Make the grey-brown of the buttons lighter when hovered and I guarantee that it will be 10 times easier to understand. (I know that the outline already turns yellow but it’s not visible enough)

UI issues:

  • There are a lot of issues with overlapping menus. Your UI would really benefit from a better - more defined - cleaner layout.
  • I’d really like to see more animations on the menus.
  • The “show omelet” button is a bit clunky. It would probably look better if it was always on the side.
  • Personally I didn’t care about half the stats at the end. It’s just too much information. Just show the score, time, and highest score round, and hide the rest of the stats under a “details” button for hardcore players that want to analyse their playthroughs like chess Grandmasters analyse every one of their games.

To summarize, the game is already fun at it’s current state. You did a great job of balancing the different “pantry upgrades” as I like to call them. Though there is still quite a lot of work to do on the UI and the clarity of the game.

Have a great development journey, you’re on the right track!

// oh and I hate to ask for it but could you try out my game? I was really counting on this jam to get some feedback on the difficulty and the intuitiveness of the mechanics and I’m kinda low on reviews. I’d really appreciate it if you found the time - even after the jam, I don’t really care about the scores and ranks of the jam. It’s more about exchanging valuable feedback. Thanks for your time man, have a nice day ;)

Hey man! Thanks for the feedback, really appreciate it!

- About the music I can't really take the credit for it as I found it online but I'm glad  to hear that it matches the theme of the game, I needed confirmation so now I'm fixed.👌
- You are completely right about the lava. It's not a forgiving enough mechanic right now. You touch it, you die, are teleported to the last checkpoint, and all of the enemies respawn. It didn't really think about this before but it is really frustrating to miss a platform.
I'll fix it as soon as possible, for now, the plan is to have an instant respawn to the last place where you stood on ground and 20 to 30 damage (on 100). I'll tweak the values with playtesting later.
- Just to make sure (because my english isn't the greatest), when you say "wobblines", you're talking about the quake-like camera tilt don't you? If you do I think you're right. A game should never, in any case make the player sick, that's just common sense - I have no idea how I missed this. I'll add an option to change the camera tilt intensity as soon as possible.
- Yes, sorry about this bug, I'm actually developping on a french keyboard (which has a different key configuration) and I forgot to rebind the keys for a normal qwerty keyboard before building the game. Hope this didn't spoil your experience too much. It's all fixed now, took me five minutes tops✅

Oh, I almost forgot! I was wondering if you were inclined to share your best time with me. I'm starting to ask myself if this gold medal on the first level isn't a bit too hard to obtain and I need actual data.

Anyway, thanks again for taking the time to try out my game and for all of your insights. I think that the feedback you gave me is really valuable so it's really great of. I probably won't play it before the end of the jam (because I still have 4 games to rate in the ratings exchange) but the art style of Bricked Up is really cool I'll try it out real soon.

Until then, have a nice development journey!

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Hi man, I think that the concept of an arena fps where you can basically destroy the whole map is really cool. The idea has a lot of potential and could very easily turn into a successful game if executed well enough. But since this game was made in two weeks, from what I can see, it really isn’t yet. The movement is really cluncky and the sound design needs to be reworked
(I know I’m being harsh but I do have valuable feedback to compensate :)

  • The sensitivity of the camera is way too big and it seems to me that to fix fix this, you turned up the camera rotation lag by a lot. It results in unresponsive and unpleasant camera movement. I had made the exact same mistake in my own game, so for this one, I'm pretty sure about what I'm saying: try turning both of these parameters down. I personally used Shady Knight as a reference while tweaking my camera settings and I'd recommand you find a fps with similar pace with your own game. Worked for me.
  • The jump kinda feels like a linear interpolation between 2 locations, not like a jump with gravity. I think this needs to be reworked.
  • The wasd movement doesn’t feel responsive enough. There’s a delay between the moment i press a key and the moment when the game reacts. (but it may just be due to the fact that I have played it in a web browser)
  • The footsteps sfx are really bad. They have incredible ones in the soundly free library if you want to check it out.
  • No landing sfx
  • I can’t see anything during combat. Enemies attack me from behind. I had the same issue in my own game and increasing the FOV made it way less of an issuer. Oh, and there's also a cheat that almost every AAA fps game uses to make combat feel more fair. I didn't find the time to implement it yet so I can't actually tell you if it works, but it's to make the damage dealt by the enemies lower when the player can’t see them. I heard about this in a GDC talk and from what the guy said, it's really effective.
  • The enemies unkillable. I mean really, you could easily divide their health by 2.
  • I would almost always respawn and already be surrounded by 2 or 3 enemies. In these scenarios it's almost impossible to escape as a begginer.
  • The lack of music is really a missed opportunity to make the game more immersive and glue everything together. GO FIND SOME MUSIC ONLINE!!!!!!!!!
  • Otherwise the game’s art style is really cool but it feels a bit too dark (even though it’s a night theme)
  • The range of the knife is too short when doing bare hand combat. A second collision box for the enemies could probably fix it but i'm not really sure of how you handle your combat.
  • The camera is often clipping through walls. Scaling it down so it always fits inside of the player’s collision capsule will fix the issue.
  • I would really like it if I could switch weapons by scrolling the wheel on my mouse.

Otherwise I did enjoy this game quite a lot and intend to try it again when you fix all of this. Thanks for making it :)

Hope this helps, have a nice development journey!

Hi! I got stuck pretty early in your game so I don’t have a lot of feedback yet. I’ll try it again and send you more when the issue is fixed :)

So for now, here’s what I have to say:

Positive stuff:

  • I have never seen anything like the big brain mechanic, it is really original in my opinion and I think you should expand on it
  • The music is great
  • I find it really fun that pressing e makes the dog bark

Bugs:

  • I really suck at puzzle games so here I might just not have understood what I had to do, but I got stuck here and I think it is due to a little programming mistake on your side.

    When I got the gravity upgrade after completing the right side of the puzzle, I got stuck because I couldn’t jump to the middle platforms. I think that the upgrade was supposed to divide the gravity by 2 instead of doubling it. Sorry for assuming this if I’m wrong but I really got stuck here for about 15 minutes and couldn’t figure out what to do. (the button just before the door didn’t seem to work either)

  • Missing collision here on the right side of the player, I fell out of bounds

Things to improve upon:

  • The art style is cool but it could use a little bit more polish
  • I know it’s not the main focus of a puzzle-platformer but the movement felt a little stiff when jumping from the edge of platforms. I feel like it would feel better with just a tiny bit of coyote time
  • The visual clarity isn’t always the best. I often found myself wondering if something was an interactable platform or just something in the background

Overall, this was a very enjoyable experience. I think the game has a lot of potential. Keep working on it, improving stuff, polishing things... and I think one day it might  become a successful game on steam :)

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The concept of scaling up and down a ball is quite good: it’s simple and could lead to pretty cool gameplay if exploited correctly. But I think it isn’t in “Ball!?”. The game is way too easy and feels like a puzzle-platformer even though it’s not. If I were you, I would either completely go down the route of shaping it into a puzzle game, or I’d focus uniquely on the changing the ball’s size and jumping mechanics to make it another genre. For exemple it could easily be reworked to be a geometry dash-like game where you die when touching the ceiling and the left side of the screen and need to get to the finish line. Before working on anything visuals-related, you should really focus on designing a primary gameplay loop that is exploits the scaling idea at it's full potential.

But just so you know, I’m just a hobbyist. I have no background in game design and you shouldn’t take my word as the ultimate truth. I’m only giving you my honest opinion on the game and some ideas on how to shape it into something (hopefully) better.

Have a nice and enriching development journey ^^

Oh yes, that would be great. I did switch the texture samples with world aligned textures just after downloading, as it felt more natural to work with. So yes, it would make sense to make this default

Hi everyone! I joined this jam to have a deadline to get things done for my game. I've been working on a Boomer Shooter for the last 6 months and I feel like things taking more time than it should. So I hope this jam will help me have a two-weeks burst of productivity. And hopefully I'll get some good constructive feedback or clever ideas to improve my game like I did last year.

Right now, the game more or less looks like this:

I'm saying "more or less" because the video is actually from 2 weeks ago, and I've made significant progress since then. But unfortunately I can't package the game because my 8GB of RAM keeps making this error evey time I compile: (RAM saturated, I cleared one poolthread to make space in RAM, poolthread was actually essential, compiler crashed)

So yeah, that's problematic... so I upgraded to 16GB 2 days ago and it should be here by the end of the week. I've made a copy of the entire project this morning to be able to compile the project from today when I upgrade and I'll make a before/after at the end of the jam :)


Anyway, here are my goals:

  • First, I'd like to finally make some real level design. Because right now, I only have one room of enemies and that's it. And it doesn't even explore the full potential of the quite diverse moveset that the game provides. To fix this, the plan is fairly simple:
    •  First, I need to find scenerios where the different movement mechanics are explored in interesting ways. For now, due to limited time, I'll only focus on the different kinds of jumps, the slide, and the wall run.
    • Then, I will blockout 1 or 2 levels using these different scenarios. For each mechanic, between two rooms as a tutorial, and then inside of them so the player could stylishely take down enemies while chaining cool moves😎
  • Then, I want to finish the second enemy at it's core (no graphics for now, just code and signs & feedbacks). Because right now, the only thing that he does is shooting an energy ball every 5 seconds when he sees the player, and he can also take dammage and die as he has the same health system as the other enemy type but that's it! By the end of this jam, I want him to:
    • Try to run away from the player when he's too close.
    • When he doesn't see the player anymore, find the closest place to where he is, from where he could see the player. (that one seems tricky but I think I can pull it off)
    • And finally, have a charging attack animation with sfx & vfx.
  • I also want to add some proper menus for keybinding and basic settings like sensitivity, volume... Stuff like that. (even though I don't really expect to have the time to do this)
  • And last but not least, I want to make progress on the movement. At it's current state, there's still quite a lot of work to do before calling it "Done!!!". But I want to fully finish the jump, the wall jump, and the wall run by the end of the jam.
    Little overview of the current state of development of the moveset

Anyway, enough about my game, I'm curious to know what you are commiting to do. Last year at the beginning of the post jam #7, a guy named Cas Windsor made a similar topic - I actually named it exactly the same as he did, to his credit - because I'm pretty sure that most of the people who publicly and explicitely said their goals at the beginning of the jam, got a burst of motivation and worked harder than they would have otherwise. Sometimes, putting your goals out there and letting your ego at risk can really help push you forward!

I can't wait to hear about your plans and see what everyone creates!
Have a nice and productive game jam!

(my apologies if there are some english errors in the message. It is not my main language, but I have tried my best:)