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zephyr9990

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A member registered Apr 29, 2020 · View creator page →

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Yes, we definitely have! We were planning on releasing it after we had accumulated enough spare time to implement a couple fixes and mechanics. The high score board definitely does seem like something we would love to implement. Thank you again for your feedback!

Wow, I never thought obtaining that many chickens was possible! I suspected it might be a problem later on if someone were to obtain that many, but we were never able to. 

Thank you so much for the feedback! We were already planning to add difficulty scaling depending on the amount of nights the player survived, and now, thanks to your testing, we will fix the collision and enemy behavior so that future players won't run into this same situation! 

Thank you again, and we're happy that you loved the game enough to play as long as you did! That's an achievement!

Thank you again for attempting to build a mac version for us. Sadly, the code did not perform as intended when translating from windows to mac. 
About the art, we can't take credit for most of it, as most of the assets were from the Unreal Marketplace and kenny's assets. The only 3D objects we built were the hammer and the egg.

I'm still very glad you enjoyed the game as much as you did!

Amazing! I loved the in depth narrative and the amount of interactable objects. As an RPG fan, I really appreciated the level of detail you put in crafting the story and the world.

I love your idea behind this game. I think the character moved a little too fast for his walking animation. If the movement speed was tweaked or there was a running animation, it would have matched up better.  

I also really liked the varied levels and the time mechanic! Great effort!

I really enjoyed the aging mechanic. It's an interesting take on player health where having full health is not the most advantageous. Like the others, I did fall through the floor during the second level and the boss level. During the boss level, I fell through the floor when the boss swiped at me, and I was directly underneath its foot. It happened three times and was a little demotivating. I did end up completing the game, though! 

The quit game button on the main menu did not work for me, so I just closed it manually. 

I found the aging mechanic very unique, and I enjoyed playing around with different ages to progress. Well done!

I like the concept of the game, and the graphics were stunning! It took me awhile to figure out exactly how to play, since there were no instructions, but I eventually got the hang of it. I noticed the progress bar of the planet was rotating as the planet rotated. It felt unnatural that way. One way to fix that might be to rotate the planet mesh only and not the widget. I also noticed the high score button was not working after I had returned to the main menu.

Overall though, I had fun playing, as it was such a unique idea!

It was a fun game. I enjoyed the visuals and the audio! I sometimes found that when I shot a projectile, it would immediately despawn, because it collided with the wall in front of me. It made the projectile feel a little weird and clunky. 

I also found that when I finished the game, the game did not return to the start menu. There was no way to advance from the "Thanks for playing" screen back to the main menu.

But overall, I really enjoyed it! 

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Wow, thank you so much! We really appreciate your feedback! 

If we actually move forward with releasing this game, we want to scale the difficulty as the player survives more nights. We also plan on spicing up the menus a little bit to create more interest as well as playing with additional set dressing and mechanics. 

If you review the How to Play screen and scroll down, we explain the reward for picking up eggs!  Those heavenly chickens come from picking up eggs c:

Thank you so much! We learned a lot while making it. Unreal is a new engine for me (Valerie), so Rodel did a lot of teaching while we were working together. 

We scoured everywhere for free assets and took advantage of all the assets that fit our theme. We did make the egg and the hammer models, but everything else was free assets. Most of the UI was made with just some free fonts and various images from Kenny's Assets. 

As a side note, I don't always make it out of the night cycle with more than one chicken either! Although, Rodel did make it to thirty chickens once.

With most every comment asking for it, we felt it necessary to include mouse controls for everyone to enjoy our game. 

What is the other game you feel also wins in gameplay? We'd love to check it out! We've enjoyed looking at the other entries to see what other have come up with.

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Great news! We just implemented mouse controls! Please feel free to check our latest build and let us know what you think.

Good news! After all the requests for mouse support, we took the initiative and implemented mouse controls! Players can now switch between mouse, keyboard,  and controller while playing.

We initially wanted to implement a progression system which scaled the difficulty depending on how long the player survives, but we ran out of time. Implementing it now would probably disqualify us!

Please feel free to check out the latest build which includes mouse support! 

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Thank you, Mr. Sunshine! We were afraid people might not be able to play our game due to the VR plugin being enabled in the previous versions. Thank you for testing that Steam VR doesn't show up now.

Haha, we also found out ourselves that guarding one chicken is much easier than guarding your entire flock! 

We're fellow console players, so we initially geared the controls towards controller. We have just released a new build which allows players to utilize the mouse, keyboard, and controller on the fly. Feel free to check out the new build!

Thanks for the kind words!

Hmm, we'll definitely take what you said about the wolves into consideration. We thought about having an arrow over the wolves to indicate they stole a chicken, but we didn't have time to debate whether or not we should implement it. The due date was fast approaching for this jam and we needed to finish the overall core gameplay first.

If this game got good reception, we were actually planning to release it to steam with additional mechanics such as traps, additional enemies, and upgrades. As this is our first game and first game jam, we were unsure what the reception to this game would be. I'm glad to see you loved it as much as you did. We had a great time making it!

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I liked the visuals for sure, but I definitely felt it was hard to control the player and the camera. The camera would often go inside buildings and underground making it difficult to move to another position to relocate since the location was blocked by buildings. Maybe implementing WASD for movement would help?

I also encountered enemies that would shoot me through buildings, at first I thought that I was getting shot by a person inside the building, but actually it was just an enemy on the other side. I also found it weird I could shoot back at the enemy through the building. Maybe you could try implementing a line of sight that first checks if the enemy can see the player. That way both the player and the enemy can see each other before combat commences.

I found that you can also pickup items from far away. Whilst that is great, I feel it would be more immersive if you made the player go to the item location first and pick it up that way. 

I know you said that having the player shot immediately is a design choice, but I was initially confused when I started the game, since I thought I was the one doing the shooting. I quickly found out that wasn't the case though. Haha.

That was definitely a creepy game. The mood you conveyed was outstanding.  The controls were great, and while I didn't memorize all of the controls at the start, the helpful reminders for each contextual action were definitely helpful in helping me proceed. One thing I wish you had added was the transition from crouching to standing. Like a Lerp of some kind maybe?

I definitely agree with others here. The game definitely needs some feedback when you take damage, otherwise it's quite difficult to tell when you receive damage, other than constantly starting at your health bar. I also would love if you guys would allow the changing of weapons on the fly. I was actually quite partial to the bow! I liked your menu, music, and overall mood but I felt like the gameplay was lacking a little something to make it quite stellar.

Hey everyone!
My girlfriend and I are proud to present to you Around the Cluck!
https://zephyr9990.itch.io/aroundthecluck

Around the Cluck is our submission to the GameDev.tv Community Game Jam. The theme for the game jam was "time."

We initially had trouble finding an interesting way to incorporate this idea. After thoughtful discussions and much back and forth communication, we decided to implement a day and night cycle into our gameplay. During the daytime, bolster your defenses in preparation for the night and get new chickens to increase the size of your flock. During the night time, valiantly protect each of your chickens from being stolen away into the darkness of night.

Experience the daily life of this grizzly and seasoned farmer in Around the Cluck.

Thank you for reading, and we hope you have as much fun playing the game as we did making it!