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A member registered Apr 18, 2014 · View creator page →

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Congrats on taking 1st place in the OGA Spring Game Jam 2022!  
A well earned victory to be sure!
I personally had a lot fun helping Stan escape from the clutches of the lazy programmer.  :)
The writing was great and I loved how the story made a strength out of all the mis-matched artwork!

Whoah, those are some really tough Emojis!    
If I started shooting an Emoji as soon as it appeared on screen, I could just barely kill it before it left the screen.  The power ups helped, but I'd step their health down by about 50% or more.

It does change the formula from your traditional Shmup a bit though.  It's less about clearing the screen by hitting every enemy and more about picking a path through and clearing just the few enemies you need to get by.

Otherwise, lots of fun!   Super cute art, and the enemy dispatch patterns had a nice variety to them.

one last quibble, I didn't hear any sound effect for when I shot, wasn't sure if that was deliberate or a bug or maybe I was just not hearing it over everything else that was going on, but it seems like the player gun should make a sound.

You can find the official 'Made for OpenGameArt.org's Spring Game Jam 2022' splash screens in SMS, NES, GameBoy, DB16 and DB32 palettes as well as a HiRes version over at:

https://opengameart.org/content/oga-spring-game-jam-2022-splash-screen


Display this splash screen as your game loads or starts to let folks know you made it specifically for OGA's Spring Game Jam 2022.

As an added bonus, credit it correctly and the splash screen will count towards your entry's 6 required OGA assets.

> Might go with a "loose" translation of the theme and make an RPG about a group of heros helping out people in a resource scare area.


That sounds awesome!   looking forward to seeing what you come up with!

https://itch.io/jam/opengameart-spring-game-jam-2022/topic/2027124/jam-theme-ann...


Sorry that was late, was afkb for a few days.

(1 edit)

Here's something to help anyone needing some inspiration for their entry for the OpenGameArt Spring Game Jam 2022!

The strictly optional theme of the Jam is :

Philanthropy

The object of the game is to NOT GAIN as much as possible, but GIVE it away. Interesting interpretations could be made, such as even a combat system where there is a big emphasis on "give-and-take" flow.


Many thanks to food_please for providing this Jam's theme! 

 Again, the theme is strictly optional, use it for inspiration, or ignore it completely and forge your own path, there is no fate but what you make!

Amazing!   

Was loving every minute of it, but unfortunately, I got stuck!

After rescuing the old man, he told me to go look for a secret path.  I did, but the path just let me run around the tree tops.   I have a feeling it was supposed to be a doorway to another area but it didn't trigger for me for some reason.

Here's a screen shot so you can see:



Others have made it further, so I know there must be more, so I'm still giving high scores across the board for this one.  It's awesome!  Great work!  I only wish I could give it extra bonus points for finally letting me slay Cunning Broccoli with abandon, just as like I've always dreamed of doing!  :)

Fun story!  The presentation is a little rough around the edges, but I had a good time trying to figure out how to make the dragon god happy.  Good work!  :)

Awesome!    This one hit three nostalgia buttons for me:  First I remember well the 8-bit worlds it's set in.  Second, I put plenty of time into the early 3D shooters the gameplay is molded after.  And finally, I recognized many of the great OGA works that were used to create this gem!

Fantastic little game!   Really fun story with cute graphics and great use of environmental sound and music to heighten the suspense at key moments!

I had fun replaying the game to get all three endings.   Without giving an spoilers out, I'll just say the first ending I got was brutal!  Shocking but in a good way because I immediately started again to go after a better ending.  :) 

The only knock I'd give it is that I found it a bit tough getting off the ladders.   I found I had to climb as high as I could and then push left/right and hope to catch the edge of the platform as I fell down.

Great use of glow effects!   All those streaks for hot light make a nice contrast with the cold, desolate setting.

Definitely a challenge managing the horde, especially with the slow reload on the rifle, but I actually found that helped elevate the game.   It made it more than just a routine shooter.   I found myself thinking a lot about how to lead the enemies with the flare gun and exactly when and how to maximize the impact of my rifle shots.

Fun story too.  I like the surly pilot, although despite everything he said, I'd still love to have gotten out there and explored that castle a bit.  :)

Fun game with a cute story!   I liked rescuing the pixel people from the 3D world!  :)


I'll add another 'inverted camera controls were hard for me to deal with' to the pile.  The other advice I'd offer is to shift the camera position a bit.   It shouldn't be directly behind the knight.  If the player lines the camera up looking exactly straight forward, all they see is the Knight's backside!   I think the traditional spot for the camera in a 3rd person game is just over the character's left or right shoulder.

Lots of fun!   A little sound, a little music, some nicer looking arrows and it'd be just about perfect!  :)

that's a great idea!   I'd love to see an update!   :)

A fun mix of Pong and Air Hockey!   I love the way your paddle gets knocked back when you hit the ball!

The biggest thing missing from the game is the ability to put some spin on the ball.  To give it some sideways motion.   In classic Pong this was done by hitting the ball while sliding the paddle left or right.   Another approach would be to add some curvature to the paddle although that would push the game a little more into the Air Hockey direction.

Like the idea!  As others have said, a sort of reverse tower defense.   I also like how it emphasizes strategy and potion management.    
Some sound effects during the fights would help a lot.   I also found the levels and the characters to be a bit samey.  
An interesting idea would be if the different warriors in your party had different skills/attacks that were more or less useful against different enemies AND you could set the attack order for your party.   This would give the player some interesting decisions to make.  For example, if the first two enemies were Frost Giants (weak to fire), but the final enemy was a Fire Demon (strong against fire),  the player might want to lead off with their Fire Mage followed by their Ice Mage.   So the Fire Mage takes care of the Frost Giants, dies at the Fire Demon, and the Ice Mage comes in and handles the Fire Demon.   Stuff like that.   Maybe there was something like that in the game already and I just missed it....


Sprites are cute too!  :)

The story definitely made me smile, especially the final pic of the warrior giving the thumbs up!

I know others have already commented that it's incomplete, but just to be sure I didn't miss anything, do the items you are supposed to collect actually exist yet?  or is that part of the game not implemented yet?

I'm sure you are aware of this too, but it definitely needs some sounds for the combat.  A swing sound, a hit sound for when you make contact with the enemy and a hit sound for when an enemy hits you.   Maybe even a blood or screen flash effect for when you are hit.  


Otherwise, a fun concept with some impressive environments and character models.   I especially like the cathedral and the bar scene that leads into the main menu.   Good work!  :)

The story definitely made me smile, especially the final pic of the warrior giving the thumbs up!

I know others have already commented that it's incomplete, but just to be sure I didn't miss anything, do the items you are supposed to collect actually exist yet?  or is that part of the game not implemented yet?

I'm sure you are aware of this too, but it definitely needs some sounds for the combat.  A swing sound, a hit sound for when you make contact with the enemy and a hit sound for when an enemy hits you.   Maybe even a blood or screen flash effect for when you are hit.  


Otherwise, a fun concept with some impressive environments and character models.   I especially like the cathedral and the bar scene that leads into the main menu.   Good work!  :)

Great little platformer!  Only one suggestion, it needs a jump sound!
Otherwise, great work! 

Brutal!  The starting difficulty was way too high for me! :(   I probably died 10-15 times before I even figured out how the basic controls work.  
I do like the central concept that the tank faces and shoots in only one direction, and that direction changes after each enemy you shoot.   That's pretty clever and did keep me on my toes once I figured it out. 
My advice would be to slow the enemies way down and then slowly ramp up their speed up, speeding them up just a little bit after each enemy is shot.

Super cute!  The 'winter to summer' bubble effect is awesome!  Story is simple but fun, I loved rescuing the little wiggle worm guys and gals!

Basic controls and jumping felt great, but I had a lot of trouble getting the wall jump to work consistently.   Enough so that I haven't been able to complete the game because I got stuck on what looked like an area where I supposed to jump back and forth between to two wall to climb up to the next area.   Sound like you have already been working on this though.   Which is awesome, because this an otherwise fantastic game!  :)

Fun!  The controls felt a bit slippery at times or maybe the platforms were a bit small, either way, I slipped a lot.   But it was still fun, I really liked the 'Cloud 2'... sign posts.   The check points were also very well spaced, like I say, I sipped alot, but I never felt like I lost too much progress from doing so.

Cute and fun but also very simple.  Is there any way to clear a board (melt all the ice)?   I tried a bunch but couldn't see how a game could last more than a minute or two because it seems inevitable that you will hit your trail and fall in the water, but maybe I a missing something.

thank you!   

You are free to add anything you can get done before the Jam closes again.

The overarching goal of this Jam is to show off OpenGameArt art, so if adding a few extra features takes your game from 'boring prototype' to 'fun experience' then I'd say that serves the Jam's goals just fine. :)

The submission deadline has officially been moved to March 2 at 11:59pm, so anyone who has bug fixes for an existing submission or a new submission that just missed the deadline is welcome to submit them now.

hi!   I have re-opened the jam so you now have until March 2 at 11:59pm CST to submit your game.  

It's ok, I know how stressful getting something done for a jam can be!   I do appreciate you taking the time to get this stuff right.  


thanks, you are half way there!

Can you post images of the art you can't find the urls for over on the OpenGameArt forums or the the OpenGameArt discord channel for this jam?

People there (myself included) should be able to help you find the URLs for them.

Sorry to be boring but it's important to give proper credit to people's works.  :)    

I see you've added something to the game page but it's not quite enough.

Credits should include: 

  • The Author's name or OpenGameArt.org handle
  • The name of the work as given on OpenGameArt.org
  • A URL pointing to the asset on OpenGameArt.org
  • The license for the work

You should also indicate if you have made modifications to the work.  

Here's an example:

The following work was used in the creation of this game.  Modifications were made.

Title:    Seasonal Platformer Tiles

Author:     GrafxKid

URL:     https://opengameart.org/content/seasonal-platformer-tiles

License(s):     * CC0 ( http://creativecommons.org/publicdomain/zero/1.0/legalcode )

Can you add this info to the credits on the itch.io page for this game?


hi!  I just want to chime in and say that I will be removing any entries that do not meet the Jam Requirements before the voting the period begins.

I have posted on entries that don't meet the requirements informing the creator of the requirements and letting them know their game will be removed if it is not updated to meet the jam requirements (eg. using and crediting at least 6 OGA works).  So hopefully folks will update their submissions but if not, I want to assure everyone else that the rules will be enforced and games that follow the rules won't be competing with ones that did not.

The OpenGameArt.org Winter Game Jam 2022 requires submissions to use art from at least 6 different works on OpenGameArt.org.

Submissions are also required to give proper credit to the works used both via an in game credits screen and on the itch.io page for the game.   See the Jam rules for details and an example of how to give appropriate credit.

Does Forgotten Sanctuary use at least 6 different art assets from OpenGameArt.org?   If so, can you add credits for the work used to the game's itch.io page?

The OpenGameArt.org Winter Game Jam 2022 requires submissions to use art from at least 6 different works on OpenGameArt.org.

Submissions are also required to give proper credit to the works used both via an in game credits screen and on the itch.io page for the game.   See the Jam rules for details and an example of how to give appropriate credit.

Does Find Out use at least 6 different art assets from OpenGameArt.org?   If so, can you add credits for the work used to the game's itch.io page?

If the game does not use 6 different works from OpenGameArt.org or does not provide appropriate credit for the works used, I will have to remove it from the Jam.

The OpenGameArt.org Winter Game Jam 2022 requires submissions to use art from at least 6 different works on OpenGameArt.org.

Submissions are also required to give proper credit to the works used both via an in game credits screen and on the itch.io page for the game.   See the Jam rules for details and an example of how to give appropriate credit.

Does zombie strike use at least 6 different art assets from OpenGameArt.org?   If so, can you add credits for the work used to the game's itch.io page?

If the game does not use 6 different works from OpenGameArt.org or does not provide appropriate credit for the works used, I will have to remove it from the Jam.

yes cussing is fine and yes just a note so parents have some heads up would be well appreciated.

The OpenGameArt.org Winter Game Jam 2022 requires submissions to use art from at least 6 different works on OpenGameArt.org.

Submissions are also required to give proper credit to the works used both via an in game credits screen and on the itch.io page for the game.   See the Jam rules for details and an example of how to give appropriate credit.

Does The Legends Of The Either use at least 6 different art assets from OpenGameArt.org?   If so, can you add credits for the work used to the game's itch.io page?

If The Legends Of The Either does not use 6 different works from OpenGameArt.org or does not provide appropriate credit for the works used, I will have to remove it from the Jam.

Yes pixel gore is fine.   Maybe just toss a mild warning on the itch page so parents with young kids know it contains some element of graphic violence.

The theme is optional.   You don’t need to use it.