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werzaque

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A member registered Aug 12, 2023 · View creator page →

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Thanks for the reply. Hmmm... can't see to view your GIF. But in any case, I got it to work when I kept the selection marquee turned on (instead of pressing Esc to deselect after copying it to frame 12) and in that case it did work.

EDIT: I'm trying again today and it works now exactly as advertised and I can't seem to reproduce my earlier problem... Will report again if I bump into it, but maybe I didn't reboot Aseprite after loading your script. Not sure if that makes sense but... 

Testing this with a simple sliding door. On frame 1 the door is closed. On frame 12, the door is offset 45 pixels to the right. Frames 2 through 11 are empty. I select the 12 frames, and create a straight tween. The result is that it creates frames 2 through 11 in which the image moves 2 pixels per frame, which is obviously not enough. I'm not sure what I'm missing.

OK, I'm not gonna argue with people who present evidence that contradicts their own claims, yet delude themselves that they've scored a win. You can't even read the things you post yourself, and you don't even read my post. 

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  1. No, Dork_Ansem, that's not what a scam is.
  2. specifically said "feels scammy". With this, I'm making it clear that it is my opinion, not a factual statement. 

You are, however, correct that words have meanings. It's painfully unfortunate that you decided to ignore your own adage while commenting. 

So, as I understand it this plugin is AI-created. Shouldn’t you make this clear in the description? Feels scammy not to, to be completely honest.

Wonderful face lift, and now fits much better with the Space Station set. Will also be looking forward to the exterior set. 

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I'm kind of bummed that the side view of the shuttle is of a different shape than the front/aft view. The front view is a really cool design with the nacelles making a 45 degrees angle and a reverse trapeze window. While the sideview has parallel nacelles and a rectangular window.

Any chance of providing a more geometrically consistent version?

Congrats everyone!
And I second @syphyous that disclosure of the judges' scores would be much appreciated!

Thanks for giving it a thorough play through! And sorry for the late reply, I had apparently forgotten to hit "Post". 

I'm not sure about your suggestion to add a hint, though...  The theme of the jam was "beyond expectations", and this was my way of doing that. A priori explaining to the player what is the unexpected part seemed contradictory to the theme. The irony is that, (as you have experienced first hand lol) although people did not expect it, most of the players filled in the disbelief by assuming that this is a continuation. Kind of a bummer since the creation of the recap took a week in all. Ah well, with each one you learn. 

The battle system is admittedly weak. The initial version was quite unforgiving so I had decided to dumb it down to avoid the situation of players getting frustrated and quitting the game half-way. 

In any case, thanks for playing! Much appreciated. 

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I disagree. Community voting is inconsequential in this jam, so I fail to see how that would have anything to do with “fair and focused” voting. Besides, with no quotas (eg a rule like “everyone is assigned x number of random games they MUST vote on”) in place, the community voting is already super-skewed to begin with. 


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How exactly does not communicating who goes to round two contribute to “fair and focused” voting? How are participants supposed to have trust in the process if none of the information is made available? 

The way you are handling this feels very unprofessional. You’re basically keeping a whole bunch of projects that are ineligible for winning locked for no real reason, and also refusing to communicate who went to round two. People expected the voting period to be a month, since nowhere was it stated that voting period might be extended. The start of round two we also only find out through the words of a streamer.

I believe the absolute very least you can do is provide transparency into what everyone’s status is; that way they can decide for themselves to pull their project from the jam. Now you let everybody wait whether their submission will show up on a judge stream or not.

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So, I think there are quite a few people that would appreciate being notified if they are not making it to round two, and if not that their submissions be unlocked. I am also aware of at least one case in which the dev wants to proceed with talking to publishers if they are not making round two.


Kindly consider having more transparency in the process, and leniency with regards to keeping the submissions locked. 

Apparently round two of judging has started... so two questions!

  1. Will there be an announcement of which submissions made it to round two?
  2. Will the itch pages of submissions that have not made it to round two unlocked?

Thanks!

Oh, no, the conjuration skill. Most players tried it once, saw it failed, and never bothered lol. Unlocking the three forms of Misha was fixed. Gotta dumb things down a little for a jam game.

Thank you for giving it such a throrough playthrough. I think you are the first to actually beat Lydia in the holodeck and also the first to unlock all three conjurations!

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Thanks! Was also wondering if you were curating the submissions. There's a bunch of spam/marketing submissions of commercial (paid) assets (that also have thematically nothing to do with the contest), and I think that by leaving them there you're basically rewarding their bad conduct. Just my two cents!

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Thanks, so I checked it out and yeah that's mighty scary enough lol. Take my money! Might have to tweak the feet a little bit to account for the difference in angle but otherwise... can practically use as is!

I did notice a stray FFb96F pixel in this frame (36), you may want to check on this!

Also, if you have a version with the axe on a separate layer, I'd be even more ecstatic. 

Came here because my feed said you added a file with "demo" in the name, and was expecting to be able to download a demo sprite (e.g. just the idle one). You have no plans for this? The thing is, I use human sprites in which 96px is 6 foot tall, and wanted to see how the sprite would look next to these.

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Hello! Should an animated SV enemy battler (obviously requires a plugin to use) be categorized as “enemies” or as “others”?

EDIT: never mind, as suggested by Archeia on RMW, I'll just submit a single-frame version on top of the sprite sheet. 

Wonderful! Thanks!

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No recording for the recent three? Timezone-wise l’d appreciate recordings!

Thanks!

It's nice to have a tutorial mode in which you can skip the puzzles that you just cannot solve. Some of the puzzles are bloody simple (like push the crate and jump on it), and others I truly cannot see how it can be solved. Especially the one where you can only step once on a tile lol. The one where you are chased by fire is a bit frustrating because of the way tile-based movement works. Overall I had a fun challenge (except for the aforementioned one that I could not solve). A level select for practice purposes would have been nice I guess. Also, the SE sound is absolutely too loud, but if you turn it down the voice becomes inaudible. 

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Hmmm... upon trying to equip I got a "Cannot read property 'canEquip' of undefined"... 

So I gave up on the equip screen, but any pointers as to what I am supposed to do? I'm trying to leave town but I can't. There doesn't seem to be anything to do in town, either. 

I see some judges mention a “round one”. Is the process going to be divided in rounds? Any details that you can disclose how that works?

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That was a fun ride. A very lush world with map layout that rewards exploration, and enough enemy variety to keep you on your toes. The mini-map was very helpful in making sure you don't miss exits easily, which used to be a common occurrence with cartridge-console era games of this type. Overall very pleasant to play, although I wish the button layout could be tweaked. A couple of comments and other things that I noticed:

  • + Controls are generally quite responsive and whacking the pots for loot is a lot of fun. 
  • + The sprite work is absolutely fantastic. 
  • + Switching between available items was responsive even during tense moments. 
  • + At first I was chickening and running out of health potions fast, but soon I figured out that enemies drop health, too. So I think the balance here is just right. 
  • + Dashing on and off ledges, as well as charging into enemies with your sword charged, was pretty cool. 
  • ? Is there any pattern to the order of sword swings? I felt it would be better if the order was fixed, as at times I missed a swing and got hit. 
  • ? There is a section in the dungeon in which you walk "under" a part of the dungeon. To me it the visual cue (is there any?) that this is different from regular walls was not clear, and I accidentally found out that I could move under it. 
  • ? Might have been nice for the purposes of this being a game jam entry, that there is an autosave or continue feature. 
  • - The green bushes, when overlaid over grass, are hard to discern as impassable objects, leading to me getting stuck momentarily, and getting whacked as a result. 
  • - The charge of the bees should be in a straight line. Sometimes, probably due to getting stuck in objects, they curve in unexpected ways. Combined with the fact that I couldn't figure out the pattern of my sword swings, I found them to be a little frustrating at times. 
  • - In relation with the point about the sword swings; I would suggest that because even the standard attack costs stamina, there shouldn't be anything left to chance (which side of you the swing starts), as it would sometimes lead to additional swings because the first one came out the "wrong" side and missed the enemy. 

P.S.: didn't have any frame drops myself but I have 4070S so that might be it. What I did have was that upon closing my game, the gamma control of my desktop went whack, with windows that were in focus becoming brighter while the rest was darkened (this happened, without fail, all three times I closed the game). It required a reboot of my computer to fix. Suspect it's to do with how Pixel Game Maker works and not with your game specifically. I have not tested the non-install version of the game, by the way. 

Ah... didn't think of that. Now I don't seem to be able to pass here, though... any thoughts?

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I... kind of got stuck after collecting all the items. Where do I need to go? The city is pretty and the mini-games to collect the various things are fun enough. There does seem to be some issues with the hitbox of the scissor mini-game, but after a while I learned to correct for it. 

I can definitely appreciate a metaphysical mystery. The atmosphere and the artwork are quite nicely done, and the battles with the coding errors were interesting. What I'm both intrigued, and a little confused, about is how each time the protagonist goes home, he seems to end up in a strange dream-like sequence, in a world that doesn't make any logical sense. Is the entire sequence of events the protagonist reliving past memories? Does the entire game take place in the in-between? Many questions. Perhaps the ambiguity of the situations is your intention, and perhaps it would make more sense if I had knowledge of the folklore this story draws from. 

In any case, it kept me playing through to the end without a moment's hesitation, so good job!

I'm... not at all sure actually if it will work... 

As a matter of fact, I did! So I guess we can now declare that a known issue that players should be careful about!

Nice cozy atmosphere, the controls are intuitive and responsive enough, and the shop also provides for some interesting variation in optimal strategy.

Some comments:

  • It may be warranted to have a warning if you return home without enough pollen. I lost all progress in a single careless click...
  • On my second run, I encountered a game-breaking bug after selecting a flower. New flowers kept on blooming ad infinitum and eventually I had to close the app:

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Sent you a DM on RMW. The lag is quite awkward, but it is what it is I'm afraid...
Although I was thinking... wouldn't it work if you just copy-pasted the windows files into an RMMZ project on Mac and hit playtest...?

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A nicely done action game! Some of the stages were a little hard depending on how the slimes decided to move, and the flying eyeball is absolute nightmare material. I felt pure hatred swelling inside of me. The cutscenes also felt consistent with the art style of the tiles and were a pleasure to watch.  

My final score was 1466. For those perfectionists, it may be user-friendly to offer a selection upon death: redo or reload. Also, may I humbly suggest to have the default volume set below 50% of what it is now. 

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Quite an original game in which all the instructions are conveyed through images and imaginary glyphs. I very much like the idea of the puzzle, and it's a nice brain cruncher having to make tea for one guest while watching out for what the other is ordering. Very nicely done. 

However...

It's mentally very taxing, and it goes on and on and on... The counter of 636 just seems so horribly far away that I eventually gave up at the point shown in the screen shot. At each place of selling, you see the counter only inching towards the goal, and after a while you start wondering: is it worth it?  The game only becomes increasingly difficult, and with nothing in the way of a reward in between, I just got the feeling I was being punished for progress lol. 

It's a shame because the idea itself is very good. And I really did (through trial and error) understand what you were supposed to do without any form of text. But by that time I've already missed the precious low-hanging points that I missed out on because I initially didn't understand what was going on, and heard one customer after another sigh and leave. 

So... I would suggest to have some rewards in place every so often, as well as save points. But, again the idea is quite nice. The atmosphere is also good, and the graphics match very well with what you're trying to do. Just a tiny little bit of tender love and care would have made a huge difference!

Thanks for the interest! I haven't had much luck deploying to a Mac I'm afraid... maybe I could set up a Web location somewhere. Would that be an idea?  The performance would likely be impacted though... 

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Was a little confused at first but I got it to work. The game is both charming and dark in tone, both heart-warming and heart-wrenching at the same time. The parallel with the (countless) real world events was very well done, and the closing scene was touching. The choice of BGM, as well as the writing were spot on (bar a typo I noticed but hey, they're kids!). All in all a very pleasant experience. 

I did have a small bug that I feel should be reported:

Tempo is nice, the characters likable, the maps pretty, and the battles were fun enough  (although a little on the easy side). I was a bit overwhelmed by the available combat options for the length of the game (three stances for Marina, the number of spells the mage had etc). The hints for the puzzle were a bit confusing. 

I think you can still update the page, so inserting YouTube link or adding new screenshots should be no problem. Just not upload any new game files…