yeah, nah, still not getting it. Maybe this game is only suited for people who play piono, idk...
BujusKrachus
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I know that haha
Just trying to give some quick tips which can yield some pretty good results in little time. Up until now i only did some 3d games for uni, creating sth 2/2,5D for the current jam (my first one) was challenging as well for me and my team, so i know the struggle xd; I/We can program but like you wrote in the game "If only I could program" is a sentence we probably used quite often.
I'll list some quick examples with the current game, which i think could have been done in 1-2 hours max to get a less unfinished feel:
- Leaving the world plane unbounded just with a collider makes players wonder, easy fix: mountains (blender ANT Landscape addon and quickly paint the top snowy), place at the border of the scene, add some trees. Maybe 10-15 minutes
- Skybox: A quick skybox is just a cube/sphere with an image texture slapped onto it. Better than the default blueish color
- Ground texture painting: quickly draw some paths or mud variations, especially at points of interest like the house
- Variation in trees: Even a slight color change can make a simple world more interesting
- Colliders to trees
- rotate penguin npc to players position
- Adding the Animation Starter Pack to the project and adding it to the blueprint is also quickly done
- Adding a royality free background music track
- A quick animation on cursor click, like quick scale effect
Firstly ofc the explanation you provided in the games description on the page. Maybe a bit less dense text wise and with describing pictures. Essentially anything that describes how the cards game works and what a possible strategy could look like.
From UI perspective i'm thinking like a first time welcome screen, which can also be called via help (?) button.
Hi Jule, as a late submitter and first time game jammer (with result place 105) let me explain our case, decide for yourself:
We are a team of game engineering (mainly more with the study goal how to create an egine from scratch) students, and uploaded our build before the deadline. However we missed itchs requirement of individual files having to be less than 200mb (we thought it was 500mb). Our more optimized build took some time and finished a bit after the deadline. We couldn't adjust our page, so even though there was a build, itch wouldn't display it and we couldn't update it to the one with less size. My team rage quitted at that point, i reached out to BR and got a late submission link after an hour or so and was able to publish the game nontheless.
With the comments i believe we got some valuable feedback for this and future projects. Our project isn't ideal (nor really in a playable state), we know that. However at least we were able to collect that experience thanks to BR-Teams support <3
>
Though realistically I will probably learn nothing and try to implement features that brick the entire thing in the last hours.
In our git history is a huge revert revert revert Block, as some cleanup commits last minute and fixes afterwards bricked the whole games controls. Had to revert and cherry pick the good ones, even though we were already building the release lol> props to your 3d modeller
Thanks, i'll let him know. Btw touching the crusher gives damage, but it shouldn't be fatal ;)
Idk about spatial sound, currently i play with speakers due to ear cartilage piercings. What i mean is for example multiple sound sources, e.g. a speaker attached to each enemy to get an impression of depth.
For our very quick and dirty audio setup i placed alone 5 speakers on the player character, so different sounds for different purposes can get blended.
Not really a fan of the rogue and metroidmania genre, thus i only focus on points i'd think would benefit this game from the players side:
- Enemies indicator on screen border
- Sfx near enemies
- darker background for a more popping experience, maybe add a glow to all interactible game objects
Still good execution of the core game (and unique idea, the rumba theme reminds me of the rombas mods of william osman on youtube) in just very lttile time, appreciate the efforts ;)
I assume this is the follow-up post to the guy that rated every single game and in theory "played" them as well.
Tbh i despise comments on games which only say stuff like "Great game, keep going". -> Did you even start it? Any thoughts? Any love or hate points?
It gets even more interesting on the broken projects, that don't really launch. Instead of supplying the dev with debug info, people only praise how good the game is, lol
I know this game jam was time-wise very tricky. My team for example only worked on uni projects with time duration 2+ months, 2- days was very challenging and thus feedback on what should have been included for the core game to transport correctly is really appreciated for future learnings for new prototyped games or apps. As we spent a lot of time on the technical stuff and less on users side, i'd expect not to land a good overall rating (would be happy with a 2-3 star rating), thus feedback and user wishes is all i hope for (probably like most other devs on here as well).
Reminds me of the computergraphics projects we had to code in a course with qt and glsl shaders. Trashy but classy, specially in essentially no time, kudos.
Some feedback:
- My mouse courser doesn't get caught by the game, thus navigation is tricky
- Some aim pointer would be great
- more vfx
- I like the nail polish detail ^^
Yes, that works, seem slike only the web version is broken for me. And is actually quite interesting to play.
Though a few improvements ideas:
- the brightness could be higher, had to darken my room to see anything
- as it's essentially a memory labyrinth, some kind of explorable minimap would be great. E.g. like the one from borderlands were you lift the curtain after entering a new area.
- pause/quit menu + a menu with the lore pieced together, maybe like in dark pictures with the collectibles menu
- variety in foot step sounds, currently after a while the squishy sound gets a bit annoying
Haha, yeah. Our ambitions were big until we came down to reality, which for example meant fixing borken prod over and over again. Still pretty happy about what we achieved in 2 days. Most of it technical nature and not really visible to the user, but a few more dev iterations and i believe this garbage pile is play- & enjoable :D
Thanks for the insights, especially the part about audio feedback, animations and distance indicator is really valuable to us <3
Yeah, it has an ending (which is unreachable due to bad untested level design). The pun: Either you get crushed and thus terminated forever or get to the recycling bins just in time to get a new "upcycled" life. The bins even have a mystic hopeful soundtrack, too bad at current state players will not experience that part...
Thx Mika :)
Nicht Dritties, sondern eher kurz vor BA , aber dennoch mehr oder wniger unerfahren ^^
Ja, das mit der Zeit is so ne Sache. Gab definitiv viele Learnings bzgl. Priorisierung und Testing. Bisher sind wir nur gwohnt Games in 2+ Monaten zu machen, nicht 2- Tagen.
- Das mit den Farben ist im graphics remaster auf Github bereits addressiert, sollte mit Render Texture deutlich besser aussehen.
- visuelles Feeback kommt noch, wurde oft genug bemängelt. War leider nicht mehr drinne bei 3x Prod komplett kaputt machen und fixen
- Danke für den Tipp mit der Geschwindigkeit, da müssen wir tatsächlich schauen, wie die Immersion des Speeds aufbereitet werden kann
Thanks for playing :)
You are not invulnerable, the game is just not yet balanced (neither mechanics nor level). The crusher gives you -2hp each 1.5 seconds (after each hit you are indeed for 1.5 seconds invulnerable). It should be allowed to get crushed, as you can heal yourself up by smashing trash (but at some point you're in some sort of deadlock due to lack of abilities, which we intend to balance out for a future fixed release).
We had a hard time to finish the game at current state, we broke prod 3 times (which only was visible after a full unity restart), which took us long enough to detect and fix lol
No biggie, we had similar issues, especially with the Unity Web Version xd
2 days are merely enough time to make a game, not to speak of play testing, building and porting. We were a team of 4 (2 coders/game designers/mixed, 1 3d modeller, 1 sound dude) and i think for future jams we should focus more on the gameplay and testign rather than creating stuff from scratch.
Nope, should be turned on. Other games work well.
The black screen happens in the web version on both Chrome and Firefox (latest versions ofc).
Do you have a desktop build by any chance? Maybe then the issue can be tracked down.
**System Information**
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 572.47
I downloaded the desktop version but still failed tremendiosuly to grasp the play concept. I believe i got it, but then the machines won't do stuff as i can't seem to reset them. Pressing exdit and entering via play again leads to being unable to move. Despite that, you get a upvote for the graphics, i really like those nice models and outer environment.
Fyi we also had major issues with a build for the web version, contacted the admins and got a late submission link to register as a new project.