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wolscott

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A member registered Jun 07, 2020 · View creator page →

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Because they are nose-shaped, my concept was that their projectiles would be boogers. While you can't really tell, the projectiles alternate being fired from between the two nostrils. 

now I know why you liked the intro to my game so much! AWESOME

I really appreciate the blockout of so many mechanics, like the camera zoom to objective, popup text, in world text, and novel movement mechanics. 

Oh and being able to access the settings menu at any time from in game. Very cool.

I had trouble with the Bee Glide. I'm not sure what I was supposed to do differently, but I could never get enough altitude for it seem like it did anything besides briefly switching to be form while falling, which seemed about the same as the regular bunny hopping.

Really love the overall aesthetic and how many different game features you showcased.  
 

this was really fun and I liked the look of it, but the controls where confusing, the spin charge didn't seem to work consistently. it was very unclear what hud elements meant. Overall very good though. 
really loved the art style. 

this is a cool idea for a game but I literally can't figure out how to play it. I can select a noun, enter up to 3 letters in a box and click the button and it... prints those three letters below. I can look at the consenants to try to figure out the words but... 

there's not enough instruction and not enough feedback to figure it out, I'm sorry :(

Very funny change of expectations from "going around the world saving frogs" to "q to fire rocket". Really great first game jam project! You movement feels way better than mine.

That music loop though... thanks for including volume controls :P

Difficult to understand what to do. Lack of feedback on incorrect medicine. Neat concept.

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Pretty fun. Very slow to get started. Great visual style.

Good effort! I did download it to try it and while i could drag the tools around and get negative score for accidentally slicing up their face, i wasn't able to actually do anything to the mutations. But the visuals were quit cool.

Game itself is pretty impressive, but the menus to start playing are very confusing and I almost gave up before figuring it out. 

Even once I figured out N to select on the main menu, it was not clear what was happening on the next screen. Just something to think about for next time!

The presentation of this is SO COOL! Had a bug with cards overlapping in hand so I couldn't read them a few times. But I really enjoyed playing and its a really neat idea with the best graphics I've seen so far this jam. Great job!

Unfortunately your language setting only seems to work for the main menu. 

Game is HARD! Why do the clippies have so much health!? Lol

Played until i got to a level where the enemies kept knocking me off. Had a weird aim drift issue once and also once projectiles started shooting the wrong direction. But overall, great start! Good job making so many levels and having so many different enemy types/behaviors.

I love the way the mutations show up on the sprite!

This is pretty cool! I didn't understand some of the cards/upgrades, and some seemed to not work (lower temperature was very inconstant, but raise temperature always worked). What is the rotating arrows?
Neat concept and fun visualization of it. 

I put in a ticket for a bugfix and was allowed to patch mouse capture. It should work now. 

I drowned SO MANY TIMES. Didn't get to smoke ANY stogies

hmm. Thanks for letting me know. I tested it in chrome and I was able to use the mouse, but once the mouse lost focus I was not able to get it back. 
Thanks for trying it out, though!

discord: snak

https://wolscott.itch.io/dr-turtle-saver

Agree with all the content, but really like this format of information and the way it invites me to engage with it like exploration. 

This is a very good read. As someone who struggles very hard to turn my creativity into actual things that exist, I have found it very disheartening to read all the manifestos that say "you actually don't need any tools and the way that people who have succeeded at doing things is bad and wrong actually and you should do it a different way or your work will suck". 

Thanks for writing this. 

I'm glad you like! It's kind of a rough outline, the tip of the iceberg, of a larger thing I'm working on exploring these ideas.

As to the problem, I certainly don't have "an" answer, but part of the point of this work is to examine the different ways inventory designs shape gameplay and player experience. I plan to do some actual case studies comparing different systems. But, I do think a big part of it is changing the relationship to item collection so that there isn't an expectation to picking up everything. A player hoarding potions and never using them may change their behavior if they can only have 10 potions and they keep encountering potions. But if the result is then that players always have 10 potions, then why even have the item, just use like an "estus system".

The other part of this for me is that you can't focus on just one of the Design, UI, or Implementation aspects and solve this problem. These things are interconnected and therefor inventory design needs to be approached kind of holistically. At least that's my conclusion, as this whole project of mine has grown out of my attempt to focus on just concept or just implementation. 

Interesting. Maybe there is a bug. On level 3 you need to bounce both lasers off the same mirror in order to hit both boxes at once. 

Thanks for the explanation! I will have to start learning about the User Asset Library in blender.

Don't seem to be able to progress on the second level? It still says "monitor" but it's a printer. Makes a truly horrifying sound when it is connected. 

great use of assets. Combat felt a little clunky, both slow but also hard to tell when attacks are hitting.

Really liked the orb health, stamina, and ability gauge displays!!

I've played a lot of unfinished submissions, and I'm SO GLAD you submitted this one! Your idea to put devlog npcs in to explain things was great and every time I talked to one I was more impressed by what you had done.

The skybox and custom water reflection shader are amazing, but also your building system with geometry nodes is really cool. I would love to know more about the way you use linked blend files. 

I like that the shadows on the ground in the background function kind of like a map. I'm pretty sure I shot all the targets, but there was no indication of completing the level/game. Fuel management, different enemy types, and the movement itself are all solid. Good luck on your next project!

While this is obviously unfinished, with the player character lacking animations, and I could not get shooting the enemies to work at all, the enemies did damage me with attacks and the level does reset when I die. You also made quite a large level which is cool, and the flashlight shining on meshes shows that it's a 3d orthographic view which is also neat. 

Good job making all this and submitting anyway even though it wasn't finished. I also didn't have time to finish my project. Good luck next time!

This is a promising start. I was hoping the levels would feel a little different or the difficulty would increase in some way over time. I played until score 32 or so and it seemed to stay the sam

The graphics are quite nice!

When i first started playing I noticed the framerate was pretty choppy and I was like "huh that's weird" and then I stepped out in to the terminal and thought "oh that's why" LOL. Worth it. Fun concept, impressive amount of stuff going on. 

This is a fun gameplay concept and also I like that theme is incorporated in a less obvious way, almost like a pun

It was way too hard for me though. I tried at least a half dozen times and couldn't make my connection. One thing I think would help would be some kind of effect that makes it more clear when you've successfully interacted. 

Thanks!

I forgot to document it as a feature, but when multiple lasers are bouncing off the mirror you are aiming, you can hit TAB to cycle through which one the camera is following!

Excellent use of assets and good city design. I was disappointed that there was no need to jump or bubble jump, but it was cool to be able to get up on top of buildings anyway.

I thought it was ADORABLE how the buddies follow you around after finding them, i did not expect that. It took me a long time to find the last one, but I stuck with it because I thought there might be a final cutscene AND I WAS RIGHT!

good game. 

neat concept. some mechanics were confusing. Wasn't sure about linking together different colored meteors. 

Explosion sound overlapping a lot was very funny, but a little hard on the ears. Great job finishing your first game jam!

Great job on a first game! Grappling hook was very fast, bouncing off the walls a little too much on impact. It would have been nice if there was a longer obstacle course or more levels, but this was also my first game jam and I also ran out of time to make more levels, so i get it. 

This was really good! 

i really liked the animated effect of how the notes filled up your hand each round. 

really cool concept for a game. Solid resource management, ramping up difficulty. And great writing to flesh out the concept.
thanks!

This is a cool concept! I definitely had trouble figuring out the possession mechanic. I played until i got to the second door i needed to possess an enemy to open and I couldn't progress because I had accidentally killed the enemies. Too easy to accidentally kill enemies.

My main feedback is that the "actions per turn" and associated reset delay makes the game feel unresponsive and clunky. I also gave you 4/5 stars on music because it would have been really nice if the music was seamless instead of restarting each level.

I liked it overall, great job! 

I had trouble figuring out how to progress, but I can definitely see what you were going for. Good effort! 
Also I chuckled at bowling balls for hands

Looks great and good progression of mechanics. Fun to play. Culminating in puzzle with both types of link pickups was very slick. Sound effects and music really elevate it also. 

thank you! the look and feel of the lasers is what I spent most of my time on. The camera dynamically aiming towards the laser was a must-have feature. Just now realizing I didn't document that if more than one laser is bouncing off the mirror you are aiming, you can hit TAB to switch which laser the camera is looking towards.