This is probably one of the best bang/buck assets I've ever bought!
Great job, Dead Revolver!
If I had anything to wish for, it'd be more animations for diagonal interactions. Shooting in 8 directions would be amazing!
Sidremus
Creator of
Recent community posts
Hey Xecthar, I'm looking into making maps in this style too, but I'm having a hard time finding assets for it.
Could you give me a few pointers on how you built your asset collection for a post apocalyptic style?
Or would you be willing to create a pack with your assets (if it's possible with the license)?
Oh, and another idea I'd love to see is to be able to work at different scales. So how about things like:
- Spaceships and planets, asteroids, nebulae
- Cities and vehicles, terrains
- Microbiology (it's in your name bru), ameba, plankton
- Animals and/or cryptids (this would also probably tie in well with other themes/be very flexible)
Can't save game when not running as Admin (Win 10 64 bit, Itch version).
If anyone has trouble saving their settings or saving the game's progress, running the app with administrator privileges might be the fix.
I usually don't encounter this sort of issue, as I run a rather lose Windows security setting, and was doubly surprised as the game was also not installed in a protected file system. But oh well. Just something to be aware of I guess.
Otherwise having a great time!
[UPDATE]: Been making progress on the gameplay prep: https://www.youtube.com/watch?v=g7Ks3-HMeCM
[Original Post]:
I'm an experienced game dev and VFX artist and want to stretch my level design legs.
This is how it currently looks like in motion:
https://youtu.be/aKVHOrFzYaU?si=G2QJzj9HwU11C-dh
For this jam I'd like to build one (or a few VERY) short levels for an FPS game. I personally would prefer something in the style of Quake or the like, but I'm very open for input - though it has to be within the scope of a week-long jam.
I'm going to use a couple of assets I'll prepare ahead of time, like a character controller and placeholder enemies with some basic behaviors.
Which is not to say that thing are all set, though. If you got ideas/features you'd like to see implemented I'm completely open for it.
I'd like to get the core features locked in as quite early though, as I'd like to focus on level and encounter design more specifically.
I've jammed in Unity and Love2D before, this time around I'm going to work with Godot. I've spent quite some time with the engine at this point and feel comfortable enough to build a small 3D game with it.
Let me know if you're interested in joining up!
Hit me up on Discord: sidremus
(or the old way Sid#7611)
Sorcery indeed! I used low res renders from 3D models to build the sprites and animations. It's essentially the way old games like Donkey Kong Country and Abe's Odyssey made their graphics. It's a cheap way to get animations and it even was appropriate for the GameBoy as some games used the technique.
And yes, I wanted to ensure that the highest score was only achieved of the player never died. A better way would have been up reward them for a wave without deaths instead. It's noted and will be in the second release after the jam ends!
It was great to see this project grow! There's a lot here already. The graphics and UI are very nice and the sound is decent too.
I'm still not sure if this game really gels well as a rage game. It really doesn't communicate the fact that it's supposed to be one. And the controls are still too twitchy. Slow the character down, give it some momentum and lower the gravity. You still fall like a brick.
Overall, it was fun though!
Wow! This is the jam competition I like to lose against! My favorite so far.
The only critical feedback I could give would be to maybe make the enemies a bit more lenient/smaller at the start. And the music could be a bit more varied, but that's the most minor of complaints really.
If you ever want to collab or just need a place to bounce ideas, feel free to join the TightControls gang https://discord.gg/JnyzbDX
Thank you very much for the great feedback! The lack of damage feedback on the boss (and regular enemies too) was still on the to-do list when the time ran out. It's going to be in there for the 1.1 version, after the jam rating period is over.
What do you think, flashing when they take damage and a healthbar for the boss?
Also, if we overshot the quality of the GameBoy, we'll just take it as a compliment! XD
I remember being quite unsure about limiting the visual fidelity more to get a more authentic feel or to do everything the jam rules allowed for. It's a tough one, really. On the original GameBoy, even if it was nominally running at 60fps, had most games run quite a bit slower. And things like dynamic particle effects and accurate physics were really a no show. Instead everything would have been done with sprite sheets and a bit of in engine animations. Flexible Frosty is more on the original side of things in this regard (https://itch.io/jam/gbjam-8/rate/751190).