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zooperdan

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A member registered Nov 10, 2017 · View creator page →

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I have the same problem. All the intro graphics are almost completely black and ingame I can't see a thing and I get killed without knowing wth happened. I have Nvidia 2060 RTX.

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I love the graphic style and amazing environments and atmosphere! I appreciate the "zooperdan controls" :D

I feel the game has too many bugs to be fully enjoyable right now. I glitched through geometry. I more often than not moved two tiles instead of one resulting in a head injury. I fell through the pier and into the water, which meant I had to restart. Combat seems glitchy too because sometimes I'm almost instakilled while other times I take very little damage. Sometimes items disappeared from inventory for unknown reasons. A couple times when I tried to drink a potion the potion disappeared but I didn't get any health added.

I feel the user-interaction should be revised a little too. I think items you pick up should directly go into the inventory without having to open it. Perhaps even better; items get automatically picked up when moving over them. It's a nice touch with crouching but that also could be automatic when you move toward a narrow entrance, since crouching has no practical use in other situations. Items given to you by a quest NPC should also go directly into the inventory. I didn't know it was dropped to the ground so I spent 10 minutes trying to figure out how to get past the slug without any weapon.

That being said. It was great to finally see this in action and I know it'll only get better. While maybe a little bit early it shows amazing potential and my mind is already thinking about all the cool things we can do in it.

I look forward to using the thingy :)

Yeah I "met" the spinner and the illusionary wall looked really nice :) There were also some random teleporters that confused me (in a good way). You've got a solid engine and great player controller here. 

Great looking game with perfect controls and movement. The perrspective is spot on too. Very nice UI. Nice illusionary wall.

The constant bickering of Jil was super annoying but I guess that's what you went for - and succeeded :D

I got trapped in an area that couldn't get out from.

It needs some more polish on the combat. The enemies sometimes instant moves from tile to tile.

I want to play more, so I hope you finish it post-jam :)

Great game! The dungeon textures and lighting is really good. Coherent graphic style with nice UI and the Alagard font which I love :) Really nice music and ambiance in the dungeon. The game is only let down by the slow controls. It needs to be faster and more responsive, especially with realtime combat. The perspective view is spot on. Well done :)

I am a complete wuss and can't play scary games. I did push through and played a good while until I had to succumb to my fears. Gorgeous graphics and amazing atmosphere in the dungeon. The movement feels somewhat odd and the grid size is a little bit too small, most noticeable outside. Maybe the weapon should be hidden when mouselooking for items, since it gets a little in the way sometimes. All in all, great job!

I loved the drawn textures and the sound effects. It was very satisfying to smash walls. Very nice combat mechanics that require some decision making. I couldn't find a way to heal up so I died eventually but it was enjoyable. The UI needs a lot of work visually but it's all there and functional. Great job :)

Nice graphics and great ambient sound. The movement was WAY too slow for me but the turning was nice and snappy. Nice tilted perspective too. It would've been even better if camera was pulled back a little more. Still, good job :)

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This right here is a solid crawler! Beautiful graphics and nice sound to go with it. All the mechanics work well and it's a gorgeous map. I would prefer that player uncovered map when exploring instead of seeing all of it at once. Whipping enemies from a distsance is very satisfying. The perspective is a little bit odd since the camera is pulled very far back. Sometimes I get confused near exits left/right, but it works.

+1 for a snappy instant step

Well done on this! It ticks most boxes and is a nice little dungeon crawler. I couldn't figure out how to move using keyboard and having to click the navigation buttons made it cumbersome. It's a good start at something that can be expanded to something -really- good.

After much thought (and some petitions by players) I've decided to -not- disqualify this at the end of rating period. The only reason is that it's possible to see timestamps, and as long as they stay unchanged I will allow this as a qualified entry. I have disqualified several others that used externally linked files but those didn't have timestamps so there is no way of knowing if it gets updated post-jam. Next jam I will add to the jam page the rule that externally linked files is not allowed and that -all- submitted files must be downloadable directly from the project page.

Sorry for the inconvenience :)

Very polished graphics and good dungeon layout. Once again you nailed the movement and perspective.The sound effects and overall sound design are superb. The lighting and overall atmosphere create a very nice ambiance. The engine is incredibly solid, and every interaction feels great and well implemented. There were however a couple bugs but nothing too extreme except for the rat you mentioned on the project page and a vase that wouldn't let me destroy it - until it was kind enough to move by itself to a location where I could successfully attack it :D

I found myself uncertain about which weapons were most effective. I presumed it followed a vertical progression, with each new weapon being superior to the last.

I always enjoy meeting an old friend; the classic fireball trap :)

The vertical mechanics are executed flawlessly, with smooth ascending and descending.

I am not particularly fond of the combat style. While the concept is intriguing, I found it somewhat awkward and struggled to determine which actions to take, resulting in random key spamming without knowing what happened or why it happened. I lost half my health vs the first skeleton and I didn't see any way to heal up. I found a green potion but when I picked it up it registered as a zooperdan trophy. Actually fighting the vases feels unnecessary. When clicked on a vase a well aimed kick would suffice, without going into combat mode.

It's always fun to be incorporated into a game and this time with a cool 3D model! Too awesome :)

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This entry will be disqualified. Submitting an entry with a link to external file is of course not allowed in a ranked gamejam with prizes. It's not allowed to update or change your game past the deadline and with externally linked files we have no control over that. That is unfair to the other participants and is downright cheating.

I will leave your entry visible to others so you can get feedback but once the rating period is over your entry will be removed.

I am not a fan of auto-battles so I went into this with a touch of prejudice. A couple minutes in I'm still on the fence, but because of the polished retro look and interface I pushed on - and I'm glad I did! The auto-battle worked surprisingly well, and the tension and apprehension is still there. I wish there were more layers to it, and backtracking became more and more tedious. The further into the dungeon I got I ended up playing more and more using the automapper, which is unfortunate. I wish there was a way to turn it off completely.

All in all a great entry :)

I like the dungeon visuals and the controls feels good. Nice atmosphere too. Combat was a bit simple but still good job :)

Great voice acting. Great art style. Solid engine. I got serious dungeon crawler vibes when playing it. The combat is the usual dance that we either love or hate, but it works. Nice inventory management system. Well done!

It's got a lot going for it. I like the look and the UI, but since it won't let me play with keyboard I struggle to enjoy it fully. It would be better if the enemies were static. Then I could take my time and explore at my own pace. Still, thanks for submitting :)

Well done on the concept! I love the idea of moving around on a galactic map looking for planets to explore (Captive anyone?). The game has a varied set of locations and quite a bit of content and nice inventory management. Visually it holds up well. The controls were a bit awkward though and the perspective has too narrow fov making it hard to orient at times. All in all great job :)

Excellent graphics and a cool idea, but I struggle to see this as a dungeon crawler (by my definition). I went down to around 1000 meter and still couldn't go anywhere but down.

A short but very enjoyable game. I really like the combat and loot mechanism. It's simple but interesting. I'd love to see this expanded into a full game.

That was downright scary, lol. Well done on the atmosphere!

I wish I could try this, but unfortunately I don't have a (working) Mac.

What a great game. I had lots of fun exploring and swatting enemies. Great job on the graphics and particularly the sound.

I really like the pixelated and ms-dos'y visuals, especially outside.

The perspective view was a little bit off, because it's difficult to see if there are exits to left and right. It's very easy to miss those when you are walking outside. I had to walk sideways back and forth to be sure I didn't miss any exits.

A dungeon crawler with typing is a cool idea and this is a decent attempt.

I could never find a way to move around using keyboard. I had to use mouse to click on the navigation icons.

Movement and turning is waaaaay too slow. I felt like dragging my feet like I had metal boots weighing 10 metric tons. That being said, I enjoyed the card based combat. I am normally not a fan of deckbuilder games but for some reason I had fun with this one. So for that, good job :)

The grid is so small that this feels like a regular FPS.

Nice environment, and instant step is a plus for me. The grid tiles should be bigger; about twice the size as it is now.

I wish there were more content. It's all very empty (unless I missed something). Still, good job with what is there :)

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Oh, how I wish this was longer! 

The environment is gorgeous and I was immediately drawn in and very sad when it ended so abruptly!

Great job :)

My only comment is that the narrow FOV made it hard to see things around you and one was reliant on using mouse look. I would prefer a more pulled back camera so that mouse look played a smaller part. Still, great job!

I could not progress past the blinking orb. What I saw until that point was cool however. I wish you would complete this game.

It's definitely rough around the edges and missing some things here and there but it's a good start :)

Tip: Have smaller areas that doesn't take so much time to traverse. Or a combination of smaller areas and larger grid cells.

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I really enjoyed this game and it had me playing for a while! It has some interesting mechanics. I'm impressed that it comes with a tutorial and a bestiary! Well done :)

Also, solid implementation of themes :)

It is, as you said, very unfinished. It's a good start though. 

Tip: Q and E should be rotate, and A and E strafe :)

Short and sweet. I absolutely love the hand drawn graphics and the atmosphere is great. The controls are perfect for me. Numpad controls is a rare phenomenon. It's almost like you know what I prefer :D

I wish it was much longer and had a bit deeper combat mechanic but all in all a very solid entry!

Nice atmosphere. Unfortunately the game is too short and lacking several mechanics. I like that you added a nice intro and even had in-game cutscenes. I see what you tried to do here and I wish you managed to finish it. 

The grid size is very small which results in way too small steps from tile to tile.

Thanks! I'm glad you appreciate it!

Yeah, I really wanted to get away from the standard flat walls, which is why I added support for loading 3D models. It worked out nicely :)

AtlasMaker community · Created a new topic Change log
(9 edits)

[0.9.4]

  • Added a render pixelation parameter which let you set the output pixel size. This is useful for rendering atlases with consistent pixel sizes from near to far. For optimal results, ensure that the textures utilized are of high resolution.
  • Fixed an oversight where the model scale affected the textured quad scale.
  • Added a help tab with some useful tips and tricks. (More to come)
  • Moved general settings and render settings into separate tabs. This allow me to add more settings in the future.
  • Added "Open atlas" button to the atlas preview screen. This opens the current atlas using the default associated application.

[0.9.3]

  • Added option to choose between alpha blend and alpha clip transparency method for built-in textured quad.

[0.9.2]

  • Added the option to render atlas layers using a built-in textured quad or an external 3D model.
  • Added a button for resetting camera setup parameters to default values.
  • Made the "Anim name" field for atlas layers read-only to avoid potential errors with animations not found. Use the animation browser to pick animation.

[0.9.1]

  • Fixed an oversight where you could input negative numbers for some camera settings.
  • Fixed so that atlas layer vertical offset also is shown in the model preview window.
  • Fixed a bug with the light that sometimes didn't light up the floor properly.
  • Added so you can press space or enter to close popup dialogs.
  • Added support for rigged character animations.
  • Added an animation browser dialog for selecting an animation from the assigned model.

[0.9]

  • Added button for duplicating atlases and atlas layers.
  • Added angle property for atlas layers. Angle controls the rotation (in degrees) of the model in Y-axis. You can use this to reorient the model if it's facing the wrong way.
  • Added support for rendering animated objects. Use the "Anim name" property to choose which animation from the model will be rendered and the "Anim frames" property to set how many frames of animation will be rendered.
  • Changed the input fields in camera setup to be slideable for easier adjustments. Just click and slide the value. Double click to manually enter value.
  • Added a welcome screen with some info and quicklinks to recent projects.

[0.8.1]

  • Fixed a crash bug that sometimes happen when the prompt dialog appears. 

[0.8]

  • Fixed a bug where changes to camera, light and environment settings was not flagging the project as changed.
  • Fixed a bug where the right most grid column was not rendered.
  • Added "More info" buttons for Layer type and Render mode which will open up a webpage explaining these.
  • Removed the Help page since it has no content and with the context sensitive help the need for a separate help screen is reduced.
  • Added button which lets user abort atlas generation.
  • The "Show atlas viewer when done" value is no longer saved with the project.
  • Fixed bug where sometimes empty images would be added to an atlase.
  • Fixed bug where sometimes multiple quit prompt dialogs would appear when you tried to quit the application.

[0.7]

  • Added a notification sound when atlas rendering is complete.
  • Added a toggle for showing of the atlas viewer screen when atlas rendering is complete.
  • Added a preview screen for selected palette.
  • Changed the left/right arrows in camera setup to look like turning arrows.
  • Added a checkbox for turning fullscreen on/off. I also removed the F shortcut key because it was sometimes interfering when typing something.
  • Added a vertical offset property for atlas layers. This is useful if you want to add verticality by rendering different levels.

{0.6]

  • Added a processing screen with progress bar.
  • Added a floor plane to the model viewer which can be toggled on/off.
  • Added a scale parameter to atlas layers. Useful for when you use wrongly sized models from a 3rd party asset pack.
  • Added context sensitive help for some parameters I felt needed more explanation.
  • The wall model and floor/ceiling textures for the camera setup preview are now loaded externally from the bundled data\ folder. Feel free to make changes to the model and textures to fit your needs.
  • The WALL layer type was split up into WALL_FRONT_AND_SIDE, WALL_FRONT and WALL_SIDE. This means it's possible to render out walls as separate parts.
  • Added more layer render modes. MIDDLE will only render tiles the middle column of the perspective grid. LEFT will render every tile left of the middle column and RIGHT will render every tile right of the middle column.

[0.5]

  • Fixed bug where editing some parameter didn't set the project changed status.
  • Fixed bug where creating new project didn't reset all parameters to default.
  • Added texture filter parameter which let you control if the filter method of all textures found in the loaded 3D models. You can choose between Nearest (Point) and Linear (Interpolated).
  • Added option to reduce and restrict colors of generated atlases to an external index palette.
  • Added option to dither the color reduced atlases.
  • Added option to select which color space will be used to color reduce atlases. YUV is slightly slower than RGB but might sometimes give better results.
  • Added navigation controls in the camera setup screen. You can now move around a small dungeon to get a feel for the camera settings.
  • Added a model viewer which let you preview the 3D models assigned to an atlas layer.
  • When you click the zoopersoft.com label it now opens the webpage.
  • Changed project file extension from .amp to .amproject
  • A facelift of the UI. It's more consistent and clear now.

When the jam starts there will be a "Submit game" button on the jam page. There you can submit your itch.io game page which must contain the uploaded game. First you need to click the "Join" button.

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The way I interpret it is that you want to be able to quickly strafe left/right to peak around corners, effectively aborting a transition. While that could be interesting to try out it would not be within the rules of this jam.