No worries, I believe game jams are to work with time constrains. I am sure this is a lesson learnt for the future. If that story part would have been finished I am sure the experience would have been much more complete. Hopefully next time there is time for implementing everything :) In any case keep the good work
chusmaverde
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Yeah, I think there are a lot of entries, and for people to check all the games is complicated. I would also love some feedback about my game. Thanks people!
Rage of the Machine: Death is only the beginning: https://itch.io/jam/gamedevtv-jam-2022/rate/1552499
turns out it wasnt clicking the buttons, but pressing the key 1 in the keyboard.
As an advice: have more clear instructions on the game, also if you are going to show the key bindings you do not need to have them as inputs, but as text. To start the level you can just use the button that said "click 1 to continue" to actually begin.
Nevertheless good job for being ur second game! its a matter of learning as you improve your skills :)
This has been my first game jam. I have been doing tiny things here and there, but to rush everything from scratch in such a short time while having to work is actually challenging (specially the lack of sleep). Overall I enjoyed the first day the most: Brainstorming, thinking, imagining... and to see how it could actually be a game. Sadly I could only make a third of what I had planned :(
My game is https://chusmaverde.itch.io/rage-of-the-machine-death-is-only-the-beginning
Overall kudos to everyone that finished the jam, regardless of the quality. I am sure everyone did as best as possible given their circunstances.
Well, looks like everything is going pretty good for a lot of people. I do not have much time, but I have managed to create a prototype level and the mechanics are working. Of course everything is dummy, and the code logic is the worst ever... just quick code to have things working. Here is a screenshot of the prototype level (I have 3 in mind... but I might not be able to make it)
Hello there, You can always use the world space - overlay to put the specific canvas for the turret however you like. If you plan on having the UI always facing the camera you can create a script that will rotate the canvas depending on the forward vector of the camera. I do not know if it is the most efficient (or if that is what you want to achieve), but it is the first thing that comes to my head. Hope it helps