Oh. Sorry about that :(
blueice15
Creator of
Recent community posts
Hi, and again, thanks for the feedback.
The original idea for the game was actually going to be much more bloated in scope, including much of what you mentioned and a "hub" located at the center of the world where the player can sell artifacts and even send them to other players.
Some RPGs (like Yume Nikki) that have RNG affecting many things already exist. If not, well, it's only a matter of time until they do, I guess.
I wrote it using Rust, so it should have been memory safe to begin with, but any unintended behavior in the game's logic is a problem on my part, because the codebase is an atrocious mess.
You're right about the fact that there should've been a minimap (or a way to guide the player). I assumed that there wouldn't be a need to add a minimap, since the player's "chunk X" and "chunk Y" position is displayed on the top left of the screen, but that was a pretty stupid assumption.
Thanks for the feedback! I'm glad that someone played my game :D
Yes, but if you don't mind, please at least list the abilities from your game in your game's description. An unassuming player won't really be able to accidentally press P, L, and M, since these buttons are on the other side of the keyboard.
(also, i already got a notification from you at your game's comment section but was away from my computer at the time...maybe be a little more patient next time? sorry.)
neat, although the map can become kind of hard to look at after a while...
Edit:
The game isn't bad. It's impressive that you were able to write it in C++, considering the fact that C++ (for some people) isn't really an easy language to write in. Being able to choose a map size also makes the game a little more fun in its own way. It's just that ASCII games give me sore eyes. But I'm pretty sure that there's a large (if not, vocal) audience of people who love these types of games and would be ecstatic to see something like this.
To say the least...it was okay.
The movement is alright. I can see it being in a first-person shooter. But I'm not really so sure as to what's experimental about it (aside from the fact that you're experimenting with making an FPS game.)
Also, pressing Ctrl (for "crouch") and W (for "forward") in the web build at the same time triggers a common browser shortcut, Ctrl+W, that closes the current tab. You might want to look into that.
It's alright. The movement system kind of sucks, with how you have to press forward for each step, but that's the joy of experimenting, I suppose. Unfortunately, I was only able to find 2 cicadas, because the forest kind of felt like a maze. Maybe having something linear, like a tutorial (but not necessarily), before introducing an open world to the player could make the game a little less maze-like? I don't know.
I like the artstyle.
it's a good game that forces you to rely on a few online tools, although there are a few moments where i find answers that make sense but aren't correct.
for example, "a tree" might be the incorrect answer, but "tree" is.
for the "what runs but cannot walk" riddle, i answered "a fridge", which to my disappointment, would have made sense (in my opinion, at least) but was still incorrect.
it's still a good game, though.
i don't speak for everyone in this jam, but Game of Life can actually be considered a zero-player game for some people, so something like Game of Life probably wouldn't be breaking the rules if the person playing it had some control over the simulation.
if you mean an animation inside a game, then yeah, i'm pretty sure that's allowed
but whether animations without interactivity (i.e. "videos") are allowed as submissions or not is up to the jam creator, i guess
Maybe try out visual programming. There are many game engines and tools that allow you to program without writing code, like Unreal, Unity, GameMaker, Clickteam Fusion, GDevelop, and even Scratch or modifications of Scratch like PenguinMod.
It doesn't really matter what game engine you use, what matters is that you're comfortable using it.
Also, this jam isn't actually limited to just games. It can be pretty much any creative medium (I think), as long as it's not AI generated.
Hope this helps :D
Edit: forgot to mention there's a website with a list of game engines and tools that support visual programming. You don't have to look at it if you don't want to make a game. The link is here: https://enginesdatabase.com/?feature_tags=2
I'm not a furry, just a fellow ally of my LGBT pals, and...
...gee, looking further into your itch.io profile, I don't even want to harass you anymore, because you've already shot yourself in the foot quite a few times on the internet, haven't you?
I'm pitying you here, so I'm just gonna review your game on the spot.
Regarding the game, and not your political opinion...there's no other way to say it, buddy, but your game sucks. The only thing you can do in the game is shoot. That's it. The ammunition you get is finite, so once you run out of it, you can only die.
The graphics are clearly ripped from Google Images. It's easy to tell that the hand holding the pistol is ripped straight from Freedoom, an open-source alternative to the original DOOM.
The only sound in the entire game is that of the pistol itself. No music, no other way to get the feel of the current atmosphere.
In your hate against furries, you blinded yourself and made a game that wasn't fun to play. Congratulations.
I'd rather play Desert Bus for 30 minutes.
(...) I Don't Even Think You Guys Tried Hard With The Graphics, (...)
Buddy, this is a demo for early access to the public, not a full game. You're shooting yourself in the foot here.
Please also consider properly capitalizing your comments. For example:
The Quick Brown Fox Jumped Over The Lazy Dog.
is typographically incorrect, and
The quick brown fox jumped over the lazy dog.
is typographically correct. Call me a grammar nazi, but come on, man, this is basic typography not grammar.
You had some very good points, but please be polite next time, and try not to act like a 10 year old on the internet. Please?
Heya. This game is awesome! I just only have a little grudge against it, and that's the way that the menus are handled.
I usually swap the keybinds for jumping and looking up to make it easier for me to play on a keyboard. This works fairly well when playing the game. But navigating the menus with these keybinds is difficult. Specifically, Z becomes "move up" in all menus, and Up becomes "move up and select". As mentioned before, my keybinds simply swap Z and the Up arrow key.
I would recommend adding separate keybinds for navigating the menus. This would certainly improve the experience for players who have just changed the keybinds for Player 1 to something unusual.
Otherwise, I pretty much like this game. It at least brings something new to the 'f**k-around-find-out' formula of Syobon Action.
I also find it commendable to see this game being written in Haxe. Not many games are written in unique programming languages.
I know I'm 20 days late, and I'm not the jam creator or a moderator, but I suppose it's okay, since Bad Apple is only a sequence of black-and-white frames. As a matter of fact, you probably didn't even need to use AI.
For every chunk of pixels, you can pretty much use the average brightness to determine whether an ASCII character is fully black, fully white, or in-between the two.
Buuuuuuut since you already put Bad Apple into the game, I suppose this comment was useless. Oh, well.
I don't know.
I assume that most people join this game jam just for the enjoyment. Others probably join for publicity or for the feeling of being seen. This is not a bad thing or a thing that should be blamed; many people have a desire to create social connections at least once in their lives, and game jams (or hackathons) can occasionally be good places to meet new people in.
I personally joined this game jam to feel some form of accomplishment or acceptance. I wasn't able to feel any of those after finishing my game, but I'm okay with that.








