Initially the simple song I made was kinda annoying, so I set it to get quieter over time. Then, the silence had a spooky vibe, so I thought I'd just run with it, and had a specific song in mind to fit that theme.
jon11888
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I appreciate your feedback. Thanks for checking it out despite the rough state it was in.
I don't know if I'll revisit or improve on this specific game, but I'll be sure to use what I learned from making it on other projects going forward.
FNAF is the best known game made with Clickteam Fusion. I would say that as an engine it is about as versatile as Gamemaker Studio, but a little bit easier to learn (for me anyways, learning curves are at least a little bit subjective.)
Most of the artwork was from the two free art asset packs I listed in the credits, though a few assets were things I made from scratch or were things I made from bits and pieces of the main asset pack arranged to fit a new purpose.
The small pickup range was a last minute workaround. I had a larger pickup range that worked fine for individual items, but made it a hassle when trying to pick up one specific item from several stacked on top of each other. The fix I would have liked to apply was to determine which item was closest to the player character's hand from the objects overlapping the large pickup radius, but that ended up being more complex than expected to apply, and time was running out so I went with the smaller pickup range as a compromise.
Of the one's I've rated your game, Jam Packed, has been my favorite game in the jam so far. You and your team did good work on that one.
I really liked the intro animation, though it seemed like suitably dramatic music would have been nice to have for that section.
The game was running a bit slow in browser, but I didn't have that problem with the download version.
The first time through the game crashed a few seconds after I used the wind arrows.
On a second attempt the game crashed when entering that same room, but before I could grab the wind arrows upgrade.
In any case, even though I couldn't finish it, I'm really impressed with what I did get to check out.
Hey! Nice to see you again. I had a bit of trouble with team members not pulling their own weight, so I just submitted the prototype I made with placeholder art and sounds I made, but it was literally a solo project because I couldn't get assets or feedback from anyone on the team before the jam ended. Fortunately the members of the next team I joined for MiniJam were all super awesome, and helped make that jam turn out way better.
This is super cool! Really polished and professional looking. There was a funny moment while playing where I destroyed a bunch of spikes to make a jumping section safer, taking a little bit of damage in the process, only to clear the jump effortlessly without having needed to make it safer. After a few minutes I ran into a weird glitch that caused enemies and lanterns to be invisible, and I gave up shortly after that. I'll try reloading the page to see if it was just a one off thing. If I do manage to finish the game I'll offer some more feedback. From what I did get to try out, the grappling hook was my favorite mechanic.
hey, no problem, I asked for feedback and you delivered. If I had used my time more efficiently I might have been able to catch and fix some of the things you mentioned, but then learning to budget my time is what I'm hoping to get better at by participating in trijam.
I just tried out your game and thought it was pretty cool. After a few tries 24 seconds was the best time I could get.