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A jam submission

TamabukiView game page

Extremely Early Demo
Submitted by NyLad15 (@NyLad15) — 2 days, 23 hours before the deadline
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Tamabuki's itch.io page

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Comments

(+1)

https://www.twitch.tv/videos/2563708219

Controls much better than the previous demo I've played. Gun is a bit wonky and bullet collision with monsters is... a bit off, especially on the big guy. The environment is pretty cool though!

Great progress, keep it up!

(1 edit) (+1)

I liked the pixel art graffiti just outside of the hall with the seats. very cool artstyle, the big dudes are perhaps a bit too simple in their design. the guy went down the stairs as I killed it, then conserved velocity and moved forward while dying for like 4 meters, then he was interactable as a physics object, I climbed on his leg and was able to spin his around by moving. I think you have a plan for light vs dark play like the way the "neon" on the character shines while in patches of darkness, it's an interesting thing to lean towards in a horror game. good luck.

Cool atmosphere and visuals. I was a little confused about the pet mechanic, is it just a reload/ammo system? Also wasn't sure about the cubes you get from the vending machines but it seemed like food for the pet? Overall comfy vibes and the environment actually felt like a cool place to explore, loved the little details like the graffiti and toy boxes.

Submitted (4 edits) (+1)

I really like the art. I am not a huge fan of "PSX artstyles" that are completely unintelligible. This feels like a great balance of easy to read, soulful and original. The movement feels smooth and consistent. The camera is sometimes a bit wonky and can clip through certain objects but overall its fine. I was honestly a bit put off by the description because I was imagining a fnaf/mascot horror emphasis on timers, it might be a bit hard to balance how much food you get to feed the homunculus depending on how big your levels will be. Overall I'd love to see more lore and enemy variety there is definitely the basis for  something great here. Also imo the laser dot should fade after a certain distance or something because the range is TINY

(+1)

Making some nice progress, shooting things feels good and one of my favorite ways to balance a gun is to have the potential fire-rate be fast as fuck but limited by recoil. The skeleton animations were dope.

Felt a bit confusing why my laser sight would be on top of the enemy and i wasnt hitting them, then i realized they were out of the bullet's range

Kind of wish you could use the mouse buttons instead of Z/X in the tamabuki menu since you have to take your hand off the mouse and then move it back whenever you want to do anything with it

the AGDG boxes in the toy store were tight!

Keep up the good work

Developer(+1)

Laser sight and range is definitely something that will be adjusted next build.

How are you interacting with the Tamabuki menu currently? I don't quite understand since I use my left hand to WASD through the menus alongside ZX for confirm/cancel. I can definitely map mouse1 & 2 to confirm/cancel as well.

Thank you for playing again and for the kind comments :)

(+1)

I was using the arrow keys to navigate the tamabuki menu

Developer(+1)

:O

I see. Well I can add mouse1/2 next time or better yet finally add a screen to bind keys in.

Submitted(+1)

It's got a great basis. Has a PS3 era JRPG feel to it which I love, and found the controls to be neat and smooth as well. There isn't really a proper level design yet but the systems felt coherent enough for me to imagine it becoming a focused experience. 

There's a  suspenseful, horror like vibe to the environment and music. I wish the actual threats and gameplay followed this theme more. Maybe the enemies are stronger/ are laid out in strategic ways to invoke a sense of fear. Judging by the vending machines and their infinite food items, this is still supposed to be a developmental test playground. 

Art, animation and juice shined to me the most (the vending machine item spawns is really cool). I'm excited for its next steps.

Developer

Thank you maru!

The enemies will eventually become a bit more of a thread I promise! You're 100% right on it being a developmental playground. Excited to see what you think of it when things are a bit more together.

(+1)

I tested it with two computers, both using Linux and wine. One has openGL 3.3 and the other one has openGL 4.6. The laser and the shooting, as well as the image in the main menu is only visible with the 4.6 version.

I found some bugs and other interesting stuff worth mentioning. I'm adding a video showing them.

  1. When killing the mini boss is possible that it dies with the fists extended. Also you can climb over it and move around with it.
  2. After dying you can no longer grab the cubes. The hunger and energy are both empty, but you can keep shooting. Also the tamabuki becomes unusable.
  3. The second mini boss dies with only one shot. I'm not sure if this is intentional or not, but it was funny to see it.

Other than that, it's growing great. I regret for not paying enough attention to the enemies before, they look so cool and funny when they throw the broom and running away. Keep up the good work!

Developer (1 edit)

I am aware of all three of the bugs you mentioned, and yeah number 3 I left him at 1 HP when I was testing the game in the editor and just forgot to change it lol. (I also left a skeleton in the game that just walks slowly towards you and does nothing else; also for testing and forgot to remove)

As for the two computers running Linux and wine did you use the Linux download for the game? This is the first time I made a build for Linux for Demo Day. I think you weren't able to see the laser at all in DD63, right? So this is an overall improvement? At some point in the development cycle of the game I'll get a PC set up specifically for testing Linux builds, but as things are I do really value the people playing the game on Linux and letting me know what's wrong. I'll see if I can find anything I might be able to change so that the game works better with OpenGL 3.3 in the future.

I'm glad you liked the enemies. Their AI for both is still not set up correctly (hold over from me rushing DD63). When I finally get them working the way I want them to they'll be even more endearing! (Also if you hide away and watch the skeletons they'll eventually go back and pick up their broom to start sweeping again.)

Thank you for playing!

(+1)
did you use the Linux download for the game?

Yes, I tried both.

I think you weren't able to see the laser at all in DD63, right? So this is an overall improvement?

Yeah, I couldn't see it, and still can't see it in the old computer lol, it's a hardware compatibility issue. I'm pretty sure that the laser would be visible in the DD63 version with this laptop with newer hardware.

Haha, so there's more easter eggs? Great!

Developer

I see. I'll see if there's anything I can do about older versions of OpenGL in the future.

And yeah, there's even an attack that the skeletons have that doesn't even play yet (an overhead smash). Maybe I'll give that attack to variants of them later down the line.

Submitted(+1)

The new room looks awesome Nylad, the AGDG references are much appreciated.

The game feels a lot smoother now I think. The default camera and aim sensibility felt a little to sensitive, I played with an xbox gamepad btw. I tried to snipe some of the enemies with the gun, but the range of the laser feels way too short, making it longer might make the game way too easy though. 

Other than that it looks like the project is moving forward as intended, I can't wait to see more progress. Good work Nylad.

Developer (1 edit)

Yeah. Longer range and damage drop-off has been suggested. I think that's what I'll go for, but I need to think about how I'll balance that.

I kind of want to make the shooting far more linked to your pet so that if you shoot past '0' energy it'll eat into their hunger (risking a game over). That feels like it might be too punishing though.

Figuring out how to balance the game will certainly be a puzzle, but maybe it's not so bad if the game is kind of easy either.

Thank you for playing!

Submitted(+1)

There's a bit to learn here as someone who knows what a tamagotchi is but never actually used one myself lol.

I really like the concept and vibe in general.

Everything feels good as far as the character controller goes.

Shooting the gun has the weird quirk of how you can shoot again quickly but that second shot shoots upwards instead of to the center of the screen because of the recoil animation. Maybe this could be a feature to force the player to pace their shots or maybe it's just unintentional jank.

It seems like shooting the skellies from very far away means they don't react at all and you can just sit there shooting them to undeath.

The floating LCD screen when you aim clips into the word. This isn't necessarily a bad thing but it looks obviously rough right now. My guess is you could make it so it doesn't clip into the world ever (like a gun in an FPS) or you make a shader that does a static effect on the parts that clip into geometry or something like that, could be cool

Running with L1 is fantastic, no comment

This is more of an architectural/environmental storytelling thing but there's a lot of debris in the shopping mall with a lot of it looking like floor that collapsed from above, but the actual ceiling of the place seems intact. Might be something to consider if you wanna go full into having believable spaces

Developer(+1)

The recoil on the gun is to force the player to pace themselves, but I have an idea on how to to do this now but make it feel and look a lot better. Should be in next DD.

The enemy AI is still kind of jank right now. The AI WORKS, but the conditionals for how they act and the things they do is a holdover from rushing them out last DD and so they still act kind of funky. My apologies; gotta' fix that next DD so people can appreciate Bone Janitor to the fullest.

I was going to have the LCD screen be pushed towards you depending on if anything is occluding it, but I didn't think of putting it on an overlay. That's a good idea. I am going to consider it. Thank you.

The environment is very placeholdery right now. I started working on a pretty huge area early on that's meant to be the tutorial/starting zone, but since I don't have all the props and textures I want to fully realize it yet most of it is *blank*. To prevent the player from wandering around into the massive structure it is where nothing exists yet I put up a bunch of rubble. Where I had put rubble before in certain areas there are actually places in the structure and roof that are logically missing, but you don't really get to see that too well.

Thank you for playing!

Submitted(+1)

So that is how nintendo gameboy enjoyers view the world!

Developer(+1)

Close, but I would say Tamagotchi or V-Pet enjoyer!

Thank you for playing :)

Submitted(+1)

the demo felt pretty similar to the previous one
the toy shop looks cool, but when i saw you working on the robot samurai i figured it was for some kind of enemy, so seeing it being used as a prop decoration was kind of underwhelming
i probably already mentioned it in the past, but the space roll does not feel "immediate" enough, like it has a very short wind up before starting. i would still rather it being snappier and more responsive
i read in the changelog that the digimon was supposed to poop? i must have missed it
like the streamer i also felt like the laser gun pointer is misleading, tricking you into thinking your range of fire is much greater than it actually is. maybe you should make the raycast longer and give the enemies ranged attacks to fight back?

Developer(+1)

A lot of DD63 -> 64 was bug fixes and polish + some nice-to-haves that might have gone unnoticed (improved enemy hit feedback, improved lighting, etc.)

Robot will be an enemy. He's just in that room as a decoration for this DD. I didn't have the time to do his animations or behavior; I'm thinking with how much I enjoy his design I might end up making him a mini-boss as opposed to a normal enemy.

I actually made the space roll snappier for this DD because of your last comment. I'll check with other people, see how they feel, and approach this one again to see if I feel like it's the appropriate action to make the start-up speed even faster.

You can see its poop going up in the Tamabuki/gun menu. I'm impressed you missed it. Maybe I'll add some SFX and/or a pop-up notification in the hologram that floats beside you.

The laser pointer is definitely something I need to and will be addressing. I'll likely increase range, add damage drop-off, and revise the VFX for the laser to convey your range better (fading-out as damage drops off and only have a point/sphere at the end if you are able to hit the thing you are aiming at). I'm not certain how I'll approach a longer range and enemies with or without longer ranged attacks. I appreciate the suggestion but I'll definitely need to chew on that more to figure out what works for the game feel I'm going for.

Thank you, as always, for playing!

(+1)

The mood is immaculate, and the green dude's dead animation and SFX are amazing. :D

One thing that is kinda disorienting is that because the player doesn't move with the camera when standing still, the flashlight doesn't point toward the way I want it to point, but it's likely a minor thing and will take some time to get used to.

The toy store is damn cute.

Developer

:D

We talked about it in DM's but I feel ya' on the flashlight. Mayhap I'll put a creative solution in for next DD. We shall see; if I do make a flashlight that follows the camera I want to make it lore-friendly.