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A member registered Jan 03, 2016 · View creator page →

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Glad you liked it! Despite appearances, I actually worked really hard on this game. Project scope kept creeping before being slashed then creeping again, and I ended up spending way longer on this than I wanted to.

I'm pretty happy with the (MSPaint-esque) aesthetics, (badly made) sounds, and (mostly solid) level design, but I do feel the gameplay was too straightforward for this jam. I wanted something solid and fun to play but I wish I'd strayed off the beaten path a bit. I also wish I had time to build more levels (five were planned) and refine the ones that were there (Abandoned Factory has a weird side passage not because I thought it would be cool, but because I screwed up). I also wanted to do more with the characters and their abilities but I just didn't have the time and I feel they're very same-ish.

But, you know, it's a game jam.

I'm happy knowing that someone noticed all the little things I threw in- I do it in every game I make but I often feel they don't get seen. I prefer more subtlety than some other humour games and I wonder if a lot of it gets missed.

I take it you played as Spark? Also, how did you find the boss fight? A lot of people who tried the game had trouble with it, and I occasionally tripped up and died horribly during testing.

Anyway, I really like seeing what other people come up with, even if some of them aren't my cup of tea. There were some very interesting entries this year, some that I thought were good, some I thought were bad, and some that managed to do both. Thanks for getting this together again this year, it was a great jam and one of my personal favourites.

Hexen is based on the Doom engine and uses (mostly) the same tools, but adds a few more features to the mix. (G)ZDoom actually used the Hexen map format even for Doom maps (Doom in Hexen Format) because it was more capable, before eventually switching to UDMF which is even better. Polyobjects are a hacky way of doing 3d-ish moving geometry created for Hexen. It can be seen in the first map, with a pair of towering wooden doors that swing open ominously. (G)ZDoom extended them quite a bit and that's how the sliding and swinging doors are done here.

The final boss is (barely) killable with the ammo in the room. Old shooters didn't have autosaves, but there's a critical quality of life feature these days. On top of that, some of the more complex (G)ZDoom mods would break horribly with an oldschool pistol start.

Polyobjects have come a long way since Hexen but still have some... issues. They can be mitigated with careful level design, but as you could probably tell, I never actually finished that level.

Was it in the large room with the silver platform? That is the final boss and is meant to be challenging. The game is supposed to autosave at the beginning of every level, but it could be bugged. I could and should have set it up to autosave just before the boss fight but it just hadn't occurred to me.

But I mean, it's SBIG Jam, so these kinds of issues are to be expected. Glad you enjoyed it despite (or because of?) the issues.

Yeah, originally I was going to include an installer script that would automatically pick and install the right binary, then run the game. But I don't know Bash well, and I ran out of time. Still my bad for not at least including instructions!

I tried to go for strong gameplay while making it bad in other ways. In my opinion a "so bad it's good" game still needs to be fun to play. It is very conventional, though, and some of the other games I've seen in the jam did stranger things that were "bad", but still fun which I agree would be a better fit.

I guess I'll take that as a compliment, though. Two of the inspirations for this were mid-late 90s shooters and early-mid 2000s Flash games, so pretty much spot on.

I got stuck on the U-shaped gravity reverse puzzle shown in one of the animated gifs. I think the difficulty curve is fine; I'm just not very good at the game.

Ah, I didn't realize the missiles could be shot.

I'm kind of on the fence about self-awareness in a "so bad it's good" game. Most non-deliberate examples don't have it, at least not on purpose. There have been some happy accidents as it were. But at the same time, if you're actually trying to make a game that's so bad it's good, you kind of have to force things a bit. You do have to go a bit meta.

To me it's really trying to balance on a knife edge. It's so easy to fall off one side or the other, ending up with either something "so bad it's terrible" or "so okay it's average". I feel much better about striking a balance with my entry this year, but I can 100% say that what I did last time didn't. It needs to be ugly, but not too ugly. It needs to be irritating, but not too irritating. Bad but not too bad. Good but not too good.

Like I said, a knife's edge.

I also feel that the gameplay needs to be legitimately good. It can be strange, and I've seen some really interesting and unusual games in that vein, but it can't be terrible. If it's frustrating, broken, or incomplete, it usually falls off into "so bad it's terrible" for me. It can appear bad but should still be good gameplay design, if that makes any sense at all.

On top of that, a lot of this is subjective and varies from person to person, and a lot of it is "know it when you see it" stuff that can't be explicitly defined. Definitely a much more challenging proposition than it would initially appear.

Philosophy aside, while I feel some entries were better fits than others, I enjoyed playing all of them and just seeing what people came up with. Even an interpretation that I don't really agree with can be interesting to look at.

Interesting, definitely. But honestly, I wasn't a huge fan of this game. I think it's a good entry, but not my style.

The new version finally works! But honestly, this feels more like a slightly broken tutorial than a complete game. Which is, I think, in the spirit of the jam, but I didn't find it much fun to play.

Ah, so that's why I recognize it! 

Silly yes. In my opinion, though, a "so bad it's good" game should be fun to play, and this one quickly wore out its welcome for me. I'm fine with quirky- I really liked the one with the bouncy guy (Fred something) but this I just found frustrating. But I think this is pretty subjective.

The time limit is always an issue in a jam, definitely. I had to cut so much from my entry, and even still it's got a few issues I didn't have time to fix.

I couldn't figure out how to escape the apartment.

Also, I'm not sure if this was intentional, but you included the entire source of the game as well as a built binary.

Am I missing something? The boss has like 40 HP, I have 10 max, and there's no way to stop him from shooting me.

That was actually quite good. I loved the visual style and the (shader?) spin-out effect. The gameplay was surprisingly deep and surprisingly challenging, with a good bit of humour interspersed. I really liked this... but oddly enough, I'm not sure if it's bad enough.

I also recognized the hacking music. I think it's one of the tracks I looked at using but ended up not going with.

I liked the concept and the aesthetic, but the movement was completely unintuitive and I had no idea what was going on. I think it could have used a bit more tweaking, as is I didn't really find it fun. But it definitely fits the cyberpunk aesthetic, and once I got the "Blade Runner" pun I had a good laugh.

It took me a while to figure it out, but I really liked the gameplay once I did, and the style is bad but charming. Really neat, quirky little game.

I really liked the art style, but I just couldn't figure out how to progress, and I think there were some bugs. I think you're right about overscoping- it feels not quite finished. Still, I'm guilty of that too, and this is still pretty neat.

It wasn't the boss himself that was the issue, but the flash mobs of 6-12 henchmen that prevented me from even getting close.

I could only get past the main menu once, and then I died in thirty seconds with seemingly no way to kill or avoid enemies. I'm not sure if this is a bug or deliberate design.

Simple but quite fun. I did find that it started to get tedious towards the end- maybe shorter levels would be a good idea- but I still enjoyed it.

I like this game, I think it's really neat, but it didn't come across as bad or a parody to me. I thought shooting to revive instead of kill was an interesting reversal of conventions, and I found the art to be far more pleasantly stylized than bad.

I'm honestly not sure how to rate this one. I hated the art style; I think it's a neat style, but one I find very ugly. I couldn't figure out the gameplay at all, and then it started changing colours and making painful noises and then the game ended.

It's certainly one of the stranger entries, I'll give you that. And the opening narration did make me laugh.

I didn't enjoy the gameplay much, but I don't really play visual novels. It felt very railroaded to me, but again I'm not familiar with the genre so I'm not sure if that would be considered a bad thing or not.

I just don't feel this is so bad it's good, though. The music and sound design was genuinely good. The graphics were genuinely good. The story wasn't amazing, but it wasn't bad, either, and it felt more like an earnest attempt to be good than an attempt to be bad-yet-good.

The only really bad thing was probably a bug- the game seemed to assume I'd talked to people I never talked to.

That was... strange, but short and sweet. The gameplay was very similar to William Gibson: The Game, but sideways so I guess not that similar? I wasn't a huge fan of the style of humour personally but I think it did so bad it's good well.

It did throw tons of errors into the console though.

I'm not huge on puzzle games, but the bounce and reverse mechanics and glitchy physics make for surprisingly interesting gameplay. I still didn't finish it, though.

The boss fight was too Nintendo Hard for me, but I found it to be a well-made little game overall.

Windows version still fails to start with Error: Could not load game path '.'. I think there's some missing assets or something you need to include.

I think this would be a really fun game with multiple people, but if you're playing alone you can just sit in the corner and let the AI throw themselves off the map.

Another short but sweet one.  The opening narration was amazing. I found the gameplay frustrating but not the the point of giving up- you have to learn it a bit but once I figured things out I beat it pretty easily.

Props for using Blender, I've seen some people build games in it but I can barely make a box.

Well, it has a consistent theme, I'll give it that. And I thought the, um, creative interpretation of Bob-omb Battlefield was pretty well done.


But I made it to the top of the mountain and nothing happened. Am I missing something?

That was a complete Mind Screw, and I didn't get half the references (if they were supposed to be references), but I enjoyed it in a morbid way and I feel this definitely is in so bad it's good territory.

Short but sweet. The hit detection is slightly off, but other than that the gameplay was quite enjoyable. I found it pithy and I liked that it did have an ending rather than being a simple score attack. The art is simple, but it works, and I wish there was music, but it's not a big deal.

It feels really weird to apologize for saying this, but I thought this was quite good.

I found the art style appropriate but the gameplay lame, but I didn't have anyone to play it with so I can't really fairly assess it. It's pretty shallow, but on the other hand might be just the thing to have an hour or two of fun with some friends over a few beers.

I liked the art style and concept, but found the game to be completely unplayable because of janky physics and finicky camera. The title screen is pretty nice, though.

It feels incredibly unfinished. The art style is perfectly appropriate, but has stock UI elements mixed in as well. The gameplay is confusing and feels like parts are missing, and if there's an endgame condition I haven't found it.

Those aren't necessarily bad things for this jam, though. I think it's a good entry considering the theme is "so bad it's good".

The gameplay is actually not that bad- it's quirky, but fun. The art style certainly is bad, and reminds me of another entry, The Holy Trinity. Could use some music, though. I don't know, it was short but I liked it.

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I'm honestly not sure what to think about this one. It was short, hacky, and weird, but kinda funny and certainly goodbad.

EDIT: I am disappointed there wasn't a cover/parody of Despacito included though.

Tried the Linux version. Also broken. Ubuntu MATE 16.04 LTS, running in VMWare Workstation 12.