Who shall win the Community Choice Award?! This poll is closed. |
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Zero-Grab Kitty | 13 | 10.57% | |
Go Fish! | 4 | 3.25% | |
Sub Optimal | 1 | 0.81% | |
All Senior Citizens Should Have Life Alert | 15 | 12.20% | |
PZZL | 8 | 6.50% | |
Coinless | 1 | 0.81% | |
Conservation of Momentum | 2 | 1.63% | |
Echo | 4 | 3.25% | |
Critical Admission | 4 | 3.25% | |
VectoRocket | 9 | 7.32% | |
Impulse | 34 | 27.64% | |
Sandlot Basenoball | 1 | 0.81% | |
Slam Fighter II | 27 | 21.95% | |
Total: | 123 votes |
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Japanese Phone Box posted:I failed, but I'm looking forward to the december jam. Speaking of when is the winter jam supposed to be? It's something I'm looking forward too but I have a bunch of travel in December.
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# ¿ Aug 11, 2015 00:53 |
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# ¿ May 14, 2024 15:42 |
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SharpenedSpoonv2 posted:It's tentatively scheduled for next June, I believe. I thought there was talk of one happening around the Winter? Good to see Slam Fighter getting a lot of community votes though, I put in mine for Impulse myself but I'm just terrible at typing games (and also I'm a sucker for any game that has a really well implemented Shotgun).
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# ¿ Aug 11, 2015 21:19 |
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Chernabog posted:I got you. But then TheOrange made me question myself. Yeah, I was being dense there, my bad. Looking forward to doing another game jam though, Ludum Dare might be fun but I'm not sure I want to stress myself out with a 72-hour jam before a bunch of travel.
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# ¿ Aug 12, 2015 00:53 |
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That was the main issue I had with Slam Fighter myself, I'm sure a latency timer (or a practice mode) would be a huge help. I also think you guys should add a window scaling option, there's some really gorgeous sprite work but it didn't want to work full-screen for me (DPI scaling on Windows is probably the cause), leading to playing in a tiny window where I couldn't see all the details in their full glory. JonTerp posted:Octo-jam is in October! Perfect small ~byte-sized~ game jam! :V This sounds really interesting, I might have to check it out, thanks!
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# ¿ Aug 12, 2015 22:55 |
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sighnoceros posted:Glad you liked it! Yeah the shotgun is definitely a bit OP but I think only if you have good control of your movement. Really new players tend to get stuck in a corner and just shoot at enemies coming at them. Then they learn about the grapple hook and hook onto nests and shoot them with the machine gun. Then once you get good at moving around you can zip from nest to nest, slide right up close and blast it once with the shotgun at point black and move on to the next while barely stopping at all. I tried to balance the game in such a way that even the first two groups of people would be able to last a while and not feel too frustrated, but when I go back to it I definitely want to start rewarding more of the advanced gameplay as well. Out of curiosity is there ever an end point to Impulse or just once you die? I think I got up to Wave 9 myself before having to step away for other things but I've been meaning to go back to it. Just curious if you went procedural on it and if that helped you guys out or caused any difficulties.
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# ¿ Aug 12, 2015 23:04 |
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Xibanya posted:Thank you!! A lot of love went into those little piles of pixels even if the results ended up teeny. I had to go back to it, it's not so much that it breaks in fullscreen just that all the windows on my monitor lose their scaling until I log out and back in, there is some blurriness and stretching in the fullscreen mode as well but I assume that's pretty much unavoidable. I'm using a dual monitor setup (4k on one, 1080 on the other) with Windows 10 which is why I have the scaling turned on and a number of other programs that go full screen cause all kinds of issues with it. That's really interesting about the art though, does that mean that the animation is preserved in a vector format as well if you really wanted to go back to it? I assume there's a bunch of cleanup and lighting you have to do on the pixel art though that might not be present. I did try the tutorial and I had issues there as well, for what it's worth when I tried turning off the sound and tried hitting it based on visual cues I did a little better but I could never get the first letter in a set, it kind of kills the rest of the game to play it that way though. A time adjustment might help, I don't really have another game like it that I could test to see if it that's an issue with my setup or not though. To some extent being able to see the pattern as it comes up on the UI might help a ton as well, just following the black circle seems to work sometimes but never felt entirely consistent.
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# ¿ Aug 13, 2015 00:30 |
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Xibanya posted:Whoops, looks like I missed TheOrange's post! Yep, Windows 10, if it's locking to 640x480 then it might be a graphics card scaling thing. Sounds like one hell of a process for making the art, at least it sounds like it sped up as you got more used to it. The thought of using Illustrator to help make pixel art is kind of intriguing though since you get the fallback if you need it. I want to try my hand at making a rhythm game one of these days but it sounds like there are a number of technical hurdles. Personally I'd suggest that maybe having the circle go behind each letter on a smooth scroll rather than the blips.
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# ¿ Aug 13, 2015 01:08 |
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sighnoceros posted:Edit: I didn't mean to write that much. Guess I have some stuff ready for the site when the post-mortems are added. Hah, no problem, was a really interesting read. If it's any consolation I think the arena shooter aspect worked in the games favor as part of the jam. Campaigns can work but they often feel unbalanced or super short given the amount of time you have, it's something I regret doing with my game but I'm not sure how we could of made it work otherwise. Polo-Rican posted:If there's a winter game jam I'd argue that it should just replace the summer game jam. This game jam always gets like 1/4 the attention it rightfully should because a lot of poo poo is always going on in the summer. By this point in 2015 there are like 20 active users on the something awful forums and I'm not sure if that audience can sustain two yearly game jams. I kind of get this sentiment but if anything I think the jam itself should just be less attached from the forums, the person that did our art (Larry) isn't a forums member or has any real interest but I got him to join on just by the fact that it was a month long thing and lower pressure than something like a Ludum Dare. At the same time opening it up further could bring in more people and thus more games to judge as well. Was actually a bit surprised when someone I talked to at a random meetup had heard about this game jam in particular though. Xibanya posted:That's a really good idea -- I think Ziggy mentioned trying a combined approach - the pulsing beat-balls (or whatever they are) along with a scrolling indicator. We're totally swamped just improving what we have right now because blinkeve1826 is going to show off the game in public this weekend and we want to get her the best build possible before then, but once we finally have a chance to breathe, we can start looking at more in-depth revamps. (For my part, I'd love to redo a ton of the sprites from the ground up!) In the week and a half since the contest ended we've still been working almost as hard on Slam Fighter II as we were during the contest (with more food and sleep time allocated, of course)! This game is getting a life of it's own and I'm completely obsessed now. That's cool, looking forward to seeing where you go with the game. Even though people in the thread have generally been pretty kind I feel like the online feedback has been more valuable in it's criticism than some of the stuff I've got from showing off in-person. Nanomachine Son fucked around with this message at 02:55 on Aug 13, 2015 |
# ¿ Aug 13, 2015 02:38 |
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dupersaurus posted:To those that have played Basenoball, could I do some brain picking? I'm working on figuring out how to redo the numbers, and while I don't want do think too deeply before getting the final review, I have some notions: I know it's not the most direct comparison but if you could provide a percent like some poker games then that might help a little? If it's something I can directly relate to some kind of resource I'm spending as well then that might help as well. 2d6 isn't that confusing but if I'm comparing it across a list it might make it a bit more tedious. In general the only problem I ever have with a game displaying too much info is if it feels like it's making the decision for me or if it's a very occasional choice in the vein of an FTL. For what it's worth I only briefly played through Baseonball and it was before you had the final graphics in so my opinion isn't the most valuable.
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# ¿ Aug 13, 2015 04:48 |
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GlyphGryph posted:Would anyone be interested in seeing more work put into Broken, or is it more of a "played it, got the gimmick, game was frustrating gimmick was neat but wouldn't play again" sort of thing? I still think the basic mechanic of having the game world be paused but come alive as you activate it is good, I think you really just need to work on the general platforming physics and do something about the knockback. I was able to play it up until the 2nd level but I honestly couldn't see what I was supposed to do in order to progress (series of platforms you activate with a switch), my best thought was I needed to time something with the knockback and the enemy but that seemed way to finicky to be pulled off reliably. I think it's a problem I've had with puzzle platformers in general though where they eventually ask you to pull off something more mechanically complex than it seems to be the 'right' solution. Things like having to start back from a far away checkpoint or wait for a slow moving platform can get really tedious, especially when the basic gameplay feels more stiff. That part though might be my own personal gripe with games like Braid and Limbo however so take that for what you will. Nanomachine Son fucked around with this message at 05:29 on Aug 13, 2015 |
# ¿ Aug 13, 2015 05:25 |
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GlyphGryph posted:The platform puzzle just involved paused when the platforms were low enough to reach. You ride the first platform up to the second, and then the second up to the third. Wait, I could re-pause things or it was a one-time shot? I would say that's maybe one other annoyance I had with the game is that if I activated an enemy on the first level I had to start over from the beginning since I couldn't avoid it on the platforms. I think you have the right idea in general though, I think at least part of the problem with the knockback is that it doesn't seem relative to what hit you and you lose control for a pretty long while. I think by solving the hitbox problems on the platforms you'd avoid some of the more annoying moments though, maybe some way to regain partial air control if it exceeds a time duration would be nice but it might not feel appropriate. Music wasn't bad, just for some reason any kind of light jazz-like music reminds me of United flights for some reason. At first I wasn't sure if it met the theme as well but I preferred it to some generic electronic beat that would of made it feel like it should of been fast paced. dupersaurus posted:I'm going to try to back the complexity down some, it got out of hand pretty quickly (turns out baseball is hard). Part of the idea of going to dice was that maybe a dice system would be easier to balance, but the more I think about it, the more I realize they have their own quirks. Yeah, I think I wouldn't mind some more simple decisions in baseonball just due to the fact that if you're playing a full 9 innings then it would involve a pretty significant number of turns.
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# ¿ Aug 13, 2015 22:00 |
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GlyphGryph posted:You could re-pause things as many times as you wanted, that was in fact the core mechanic and the intended solution to the (few) puzzles. Was that... unclear? No, I must of missed that part entirely, that's probably my own fault though, if it was in a text box then I probably just skimmed over it. Would of certainly made the second level much, much easier.
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# ¿ Aug 13, 2015 23:51 |
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Afal posted:Really disappointed in the feedback. I would have at least thought that splitting the games so only one judge looked at the game would mean that you'd have some more detailed feedback but I guess if you end up with a judge that ends up not liking the game (even if other judges could have things to say about it) then I guess you're screwed. I'd be lying if I didn't say I feel like our review didn't have much depth, but I understand that there's only so much you can say. I feel like it's been better this year than in most but getting feedback on your work in general is kind of tough. The big thing that I've taken away from the stream / review on Unarmed though is that my own biggest gripe with the game (I think the shield mechanic was too clunky, slow, and ineffective) hasn't been something I've seen other people taking issue with. The only common complaint I've seen personally is the difficulty which I think stems from our primary mechanic, but it's not the only reason why. I might give a post-mortem a shot but I don't want to do a disservice to the rest of my team. Congrats to the winners though, I'm actually kind of surprised by some of the winners, certainly there's some games I overlooked (Fishin' Hole, Zero Grab Kitty, Echo) that I should give another shot or play further. Nanomachine Son fucked around with this message at 04:49 on Aug 15, 2015 |
# ¿ Aug 15, 2015 04:05 |
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Heisenberg1276 posted:I'm really pleased with how well Critical Admission did - and we got a lot of great feedback Thanks everyone. Honestly I hope you keep working on Critical Admission, I'd kick in a couple bucks for a more fleshed out version I could play on my iPad. And yeah, the organization and overall quality of the jam this time has been really impressive, I hope it takes off beyond just these forums. Edit: I tried the new Slam Fighter build by the way, it does seem to work a little better but I probably need to adjust it a little more to make it work perfectly. Nanomachine Son fucked around with this message at 09:25 on Aug 15, 2015 |
# ¿ Aug 15, 2015 08:58 |
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# ¿ May 14, 2024 15:42 |
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Afal posted:Unarmed Yeah, trackpads are not the best method haha. I actually found the game pretty easy to play with a controller, switching sides is a fair bit easier when you can just do it with the right stick. Also as the rear end in a top hat that created the wizard it's given me a number of thoughts about how to balance difficulty, he should spawn more flying skulls and they should move faster right? Thanks for taking the time to go review all the games though and congrats to Impulse it looks like?
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# ¿ Aug 18, 2015 01:39 |