No problem! Glad you had fun with it!
Fistmaker
Creator of
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Thanks for the awesome feedback as always! The RNG in this one had a pretty drastic effect on how each run went. I had some runs that just seemed to unlock stuff immediately, and others took forever. Getting a better weapon really starts things off. I wanted there to be more variation in the builds, but was only able to program 1 SECRET MODE before submission time. Still, had fun with this one, and got to mess with something that has more of a Meta-progression style of improvement. Once the voting ends, I'll spill the beans on the 1 mode I did get put in!
I had planned for a bit of a longer loop, I'm learning to keep my Jam games short, and not too difficult. I really liked the idea for this one! There was a more fleshed out mechanic with crew that had more "issues" that the toilets would have more of an affect. (There was also a plan to add secret combos too! SPOILER: There is ONE SPECIAL MODE in this current version!)
Thanks for playing! Of all of the attempts I've made to make a vertical shooter, this one came the closest mechanically. Initially, I wanted this to be more of a Captain Forever style 360 degree overhead exploration style game, but I decided quickly to keep it simple. There was a more fleshed out idea for the crew mechanic, which is just a shell of what was intended.
SPOILER: There is ONE SPECIAL MODE hidden in this release. See if you can find out what combination causes it to work!
I mean, it's a cinematic masterpiece. It's exactly what I expected, yet still found ways to surprise me. So many call backs, so many little inside jokes and details to find crawling around each area. Absolute blast to play. Love seeing Voiced stuff in Jams, always, and as usual did not disappoint. Inventory System worked great! Guns were fun! Modifications to the weapons were cool! I believe a dancing hooker lady responded to my payment with "6 7"! Games like this embrace the essence of what it means to be SBIG. It's got that JANK man. Just the right amount. The game is totally functional (SPOILER: I barely survived getting ambushed in the strip club!), points you in a direction, and literally lets you run people over. I was able to beat it, and I absolutely loved the post credits room. Super awesome! Great way to pay homage! In a way, you did finally "just ship it" regarding the sequel. You know me, I love doing sequels to my horrible games. Great Entry!
Had a good time with this one. The gameplay was simple, but challenging. The characters were done well, had a real claymation type feel to them. Fit the gameplay well. Did pretty good until the final pattern. The failure noise caught me off guard, but not as much as the panned shot from the "other" side of the stage. Gave me a chuckle. Very good entry, very SBIG.
Oh! You were close to beating it then if you got that far. That section has a little randomness to it, but I only implemented what would be considered 2 "levels" due to time constraints. (missing those 2 days to the explosive lettuce really cost me on this one.) It's meant to be a loop, and until you have collected enough time by playing, you can't reach the end.
It's explained in the How To section, but no one ever reads those I guess.
Total Newgrounds vibe. I built a monstrosity at sea. Everything was everywhere. Because I couldn't get my sofa's to stop rotating, it took quite a while to register the win. At a certain point, the balloon strings turned into telepathic tendrils seeking out to contact the other monsters of the sea. Stretched in all directions, just jittering in horror. Intended or no, the moment was glorious. Had fun playing!
Absolutely loved the Art Style in this game. The cards have their own flair to them that's adorable, and even with the "cuteness" of them it was easy to understand what each card was meant to be. The artist for this game has found their style, and is nailing it.
I really like the premise of the game, and a simple How To explanation on the Title screen would work wonders. Took a while to understand what was happening though. I wasn't sure why I couldn't or could play certain cards, but after a while you figure out things little by little.
Overall, solid entry! Great job!
Hey man! Thanks for playing, and the solid feedback. I meant for the bars to be ATB (Active Time Battle) like in the older Final Fantasy games. I should have just slapped the letters ATB right on them. The Ninja's one is a stamina bar, so I should have labeled that as well. The animations were totally based off of the NES Ninja Gaiden games (pretty huge influence) and I did my best to make them as similar to those cutscenes as I could. The trill notes were very intentional, lol. After I published it, I thought about making the ninja attacks automated, but it interfered with the charging mechanic that was half-implemented. (Most people didn't mention it, so I guess it went unused... probably because I didn't explain it very well.) I was also going to make the characters "hop" toward their opponents so show they were attacking but got crushed for time on the last day. I told myself that I didn't want to do a "How to play" screen as I've done in some other entries, but I really think I should have done that this time. Would've helped a ton I think. Either way, thanks again and I'm glad you got some enjoyment out of it!
This is a great entry. For the life of me, I was unable to make it past the last jump. I did get some music to play and saw something about a quiz as I fell to my death for the hundredth time. Clicker turned into an FPS, and then a 3D platformer. Did not see this one coming. I'm left frustrated and confused. 20/10. Oh! I did find the secret room, that was a nice addition. Love secrets in games.
Yeah, it's classic me. Decent idea that gets absolutely rushed at the end! I still didn't have much time for feedback, and only had one tester play the game. I think that's eternally my downfall for jams. I had planned a small section where you actually played a side scrolling ninja gaiden game for a bit, but didn't end up having time to get the artwork done. The joke was supposed to be that the heroes were from an RPG game, and the ninja had no idea why they were fighting that way, but as usual, I didn't convey this properly. I had to rush on Sunday to jump on a plane, so I did what I could to at least make it beatable. I really should consider working with a team in the future I think. Thanks for the feedback as always!
I loved so much about this game. So many nods to the 80's / 90's, StarFox, the "chicken & egg" matrix, Neuromancer. Loved it. Movement was a good speed, and the combat surprised me. I liked the mini locked door levels, and the music was very fitting. Felt like I was sitting on the floor playing PS1. Amazing effort, and great job making something that blended the genres well. I played this with a gamepad and it felt great getting around in combat and the dungeon.
Thanks for playing! I added the font last minute, the default Arial text looked weird against the rest of the game. Guess I should've left it alone, or had picked a better Font. I'll have to make a list of good fonts to use for future projects. The combat is buggy, I struggled with that the most. I tried to add 3 genres of game and probably should've stuck with 2.
Either way, thanks for the feedback and kind words! I'm glad you liked it!
Great game! I was able to beat it (still had 113 coins left!) The visuals were good, and I liked that there were multiple music tracks to listen to. Super chill. I like your implementation of the card battle system a lot more than mine, it was easy to understand what to do, and what cards did with little direction. I also like that you took the gameplay in a different direction that traditional crawlers / rpgs do in general, and it was cool to see something different!
Great little retro crawler. Awesome that you've got this much game in 64KB! I can't imagine what it takes to make something with those limitations, it must take some serious skill. The game played well, and the combat was automatic but well described. I love it when party members have banter! I had fun playing! I was moving around so fast that I didn't realize that I was about to wipe out on the first playthrough, but I had a good run on the second.
I learned that I need to add more player feedback, and do more testing from this jam. I didn't provide exact directions for how combat worked, and I saw people trying all sorts of things. It's coded to move first, then attack. I should have made something that gave you the option to choose, and it would have made more sense. (at least I think so.) The clipping thing was initially addressed, but I forgot to add the additional wall types as I added more, so I didn't notice until I saw a few videos. For the theme, it was combining multiple genre's. Crawler, Turn based RTS, and deckbuilding. The restriction is part of the gameplay, if you are able to make it to the end.
I'd like to update it, but I feel like I'd have to completely rewrite the entire combat section. I've never really done something with states or turn based, it's all usually in real time. I struggled getting things to slow down in a way to make the combat playable. Most of this was done tweening animations to prevent the combat from happening instantly. I need to spend some time figuring out how all of that works before I try something like this again. The cards were fun to do, but my implementation was more functional than it was fun. I didn't explain it enough.
Still, thanks for playing! I appreciate the feedback and kind words!
Conveyance. That's what I'm missing. Feedback to the player on what to do. That and I need to prioritize more playtesting, I may have gotten that if I did. I didn't do a good job explaining the combat, and that's the most consistent feedback I've gotten on a jam in a while. I had planned to have different strengths of enemies so that the cards wouldn't be insta-killing everything, but I ran out of time. It took me too long to implement the combat in a way that wasn't interfering with the dungeon crawling. Trying to mash both was challenging for me. I've seen a lot of people just play from the mini-map too. I should have done combat on a different layout or screen to add some separation, but I wanted movement to be reflected on the map and the mini-map in real time, which I hadn't done before. Bit off waaay more than I could chew this time, especially solo.
Thanks for playing the game, and providing feedback!
I watched the video this afternoon! Thanks for playing the game! Last time I did the jam the camera position in reference to the floor was one of the things that was called out, (you called this out exactly) so I tried to fix that this run. I have a function that makes the walls invisible when they are in contact with the camera, but I didn't add all of the wall types, so I'll have to be careful about that next time. One thing I'm learning is that I need to add more notification to the player on what should be done next, like you identified in your video. In combat you were expected to move first, then attack. I never really explained this, so it lead to missed turns in a lot of the runs I've seen people play. Nearly everyone eventually gets it, but I'm not conveying that well enough for it to be obvious. I also didn't make it clear that the combat actions take place on the 2d mini map and I've seen a lot of players clicking on the animations instead. This was my first attempt making something with turn based combat, and my combat loop needs work it seems. I need to look into how to use states better.
Either way, thanks again for playing and all of your feedback! (you were very close to the end in your video!) Sorry for all of the soft locks!
Awesome! You're the first person who's played it all the way through that I know of. Thanks for playing!
The turn-based combat was absolutely the hardest part to work in, and there were some occasions where combat completed too quickly and not all combatants are cleared from the turn order array. I didn't have time to perform a fail-safe check, but if I try to do something like this again, I'll have to have more testing done to catch bugs like that. The trap card gets placed on the map directly, and if an enemy is unlucky enough to step on one they explode. Those persist after combat, and initially my plan was to be able to set up a room with them and lure unsuspecting bad guys in there. Didn't have time to implement that (and many other things) sadly.















