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BujusKrachus

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A member registered Apr 21, 2020 · View creator page →

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yeah, nah, still not getting it. Maybe this game is only suited for people who play piono, idk...

What would be dope as well is a simple online hangout space, like a 3d expo/office world. I took part once in such a competition and another time for some sort of webinar series, was cool the gamified approach.

Dich roaste ich morgen noch, falls zur Pizza kommst xd

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

Thanks alot for the detailed review. I think this is the longest yet most informative on this jam i've ever read <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.

Haha, yeah. I think what we learned is greater than the end result.

Btw always restart your engine before pushing any critical changes, will save you a lot of time and trouble afterwards ^^

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).

Simple, yet intuitive game. This could be a nice satisfiying meditative mobile game with a relaxing background track. Maybe i'll see it trending someday? Btw even though it is simple, maybe some slightly decorated borders in a slightly accentuated color could make it more interesting.

I'm not really a cards player, thus a little in game instruction would be great. Doesn't have to be a lot, a simple 2-3 screenshots which explains the mechanic in the beginning would be sufficient.

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 ^^

Thanks :D

It is meant to be like that. Either you collide and get damage or smash them and on specific piles you receive healing. The game isn't balanced nor playtested before release, so not reaching the end is actually kinda expected lol

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

About that: is it some kind of loading screen? If o some progress/waiting indicators would be great. I was tyring to play with the "brain"...

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...

Thank your for providing us somoe valuable insights <3

The skills and health UI is planned, we have some great ideas on how it could look and work

(1 edit)

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 the feedback. The mentioned points along others will definetly get addressed for a fixed release ;)

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

could be. I tested again and ensured not pressing quit, seems to work ^^

I totally get that. I did our tutorial last minute with a text object on the ground which explains the controls xd

That sounds indeed like a great game idea :D

Too bad the web version is broken a bit. Do you have a link to a more playable build?

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. 

Haha and that xd

But seriously, somehow this game gives off Operation Tango (Steam game) Vibes, idk why, but it does. Keep it going and maybe you'll land next to OT in my steam Library :D

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

Me too stuuupid to play. Nontheless great game with great potential. The music is a bit loud though

Gerade nochmal von Kammeraden ohne Gaming Erfahrung spielen lassen, 2 Hauptkritikpunkte:

- Text des ersten Levels zu klein

- für nicht experimentierfreudige Leute nicht klar ersichtlich, was zu tun ist

Lovely gameplay and graphics. Could have some more adenvture though.

Btw on the withered away screen it's not possible to press any buttons.

Really innovative gameplay. I don't think i've ever played minigolf with a ball piece. I could actually imagine this game on steam with achievements and a nice themed background world + soundtrack per bigger level course. 

Reminds me somehow of the old 50+ games collection dvds ^^

Looks more promising than my first UE game. Kudos for that ;)

As for feedback for other jams i think you would benefit a lot by adding a background sound track and some kind of world end indicators (like big forest, mountains etc)

Could you provide us with a link to a playable version?

Sehr coole Grafik, leider weiß ich nicht so wirklich was das Ziel ist: a) möglichst viel oder b) wenig kaputt machen. Bei a) sollte der Win Threshold größer sein.  Vielleicht könnte Omi auch ein paar Voicelines vertragen ;)

Very cute and polished game. The controls feel very smooth as well. Maybe the tutorial is a bit cluttered, but that's my only critique point tbh.

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.

Lol, i broke the game, index error out of bounds after repeatedly pressing with the sticky thingy on a button thingy