Thanks so much!
OwenSenior
Creator of
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An idea for an ending I had would have objects at each shop after looping where you can store lives, after you die it would take you to a final boss stage where you would regain all the lives you stored and depending on how many lives you have after you defeat the boss it would reincarnate your spirit as different creatures. It would have been really weird and taken months to make so I decided to just release the game instead.
And in the first shop all the items linger for a second after you take one, jumping out the side of the bubble and using your momentum to gain enough speed you can get a second item before they vanish.
Thanks for playing! I've never understood how to make remappable controls in Unity, I'd try to at least have alternative controls so people can use the one that's most comfortable.
One of my goals for this game jam was to learn Unity's new input system as it's supposed to be better for remapping controls. However, I had so much trouble just getting the basic input working, I didn't want to change anything in case I broke it again. So, while this game is horribly rigid in it's controls, it's a small step in learning how to make my games more accessible.
I do have some games that were designed to be played with one hand if you're interested https://owensenior.itch.io/rave-and-claw-full and https://owensenior.itch.io/a-most-ghostly-game
I'm currently working on a full version of A Most Ghostly Game that has an option to play with just a mouse, the game jam version is limited when it comes to accessibility but still can be played with one hand.
I have some of the music on soundcloud https://soundcloud.com/user-956987101
The 3d effect of the cloak was almost completely accidental (at least I didn't think it would work so well). I tried using Unity's sprite skin package for the first time and set up three bones on the cloak all anchored at the top. I lerp the rotation of two bones at the side to the players x velocity plus a sine wave that matches the players steps. I think the way sprite skin warps the image plus the simplicity of the sprite plays a big part in the 3D illusion. I might make a thread on twitter about it at some point
Yes the floaty fish friend is completely procedurally animated through code and so is the player character.
Usually when I do a game jam I try to fit a mechanic to the theme, but this time I wanted to try to build the game around the design philosophy "less is more" / "design by subtraction". I tried to use as little as possible to tell a short story, so the first half is dark and you're always going down, then it switches to being colourful and bright as you return to the surface. I guess I tried to use as little as I could to show the characters relationships
https://owensenior.itch.io/wibbly-witches
Wibbly witches is a frantic couch combat game for 2-6 players. You must use magic spells to outsmart your opponents in a wyrd and wobbly battle to the death!
Thanks for playing!
I did feel I might have gone a bit too far from the original genre, but the example mark gives Snake pass, doesn't really feel like a platformer and introduces the new mechanic of bamboo poles to facilitate the snakes movement; I think the white circles in my game are the equivalent to the poles in Snake pass, I can make movement easy by giving the player all the grappling points they could want, and make them think in a different way when there isn't a direct path to the enemies. at least that's how I see it...