atte

Members
  • Content count

    447
  • Joined

  • Last visited

Everything posted by atte

  1. Thank you! I think all (or most) art in the game will be monochrome, it fits the old folktale mood and saves me time when I don't have to stress about colour. Here's new things:
  2. Oh wow, nice to see that strong BigJKO style in a Cyber setting.
  3. Well, the game part in this is still very hazy, this might end up being somekind of a clumsy interactive picturebook where you can talk with puffins and dot gobblers (which would be fine, but I try to cram some action in there too). Today's stuff:
  4. [Release] Classic Dogs & Demons

    Very intriguing, as expected That's a cool towering demon design, reminded me a bit of the FF6's last boss.
  5. [Dev Log] The Eyes of Virtual Boy

    Ooh, look at those sexy abs
  6. [Release] Prepare for the Jelly

    Those concept sketches are really nice and cute (though maybe pink makes everything automatically cute)!
  7. WIZARD JAM 5 // Welcome Thread

    I really like how zerofiftyone summarized/described Wizard Jam in that intro post, also very excited to see the new trailer!
  8. April Jam?

    We have just started the prepreplanning. Come hang out in the idlethumbsreaders slack's wizard jam channel for all the latest hot scoops. zerofiftyone just put a date poll up -> https://docs.google.com/forms/d/e/1FAIpQLSeWotZLcYSGoijqETmtU_jkqnRlfbMPsoNjZwc0h8W2YSVxTA/viewform?c=0&w=1
  9. wrong thread

    edit: no edits
  10. Ninth podcast will cause some trouble because you have to work X into that title. (Unless this important and real pattern is just adding I's, not roman numerals before T)
  11. The Witness by Jonathan Blow

    I really liked this interview/discussion. They talk about the broader themes and ideas behind the game in a way I hadn't really heard before.
  12. Making Music. Tunes by Idle Thumbsters

    I uploaded a bunch of newish tracks semi randomly to my soundcloud that I have been neglecting for a long time. I really like music creation (I use Reason 5) but it can also be pretty stressful. I don't know much of music theory so sometimes I feel like my lack of knowledge is really limiting my creative potential. Other sillier anxiety is that I love making simple hummable melodies and riffs so I often think 'This melody is so nice and simple it probably exists in a hundred tracks already!'.
  13. Jam end edit: Game is here now: https://atteo.itch.io/bogost Bogost in the Shell I started thinking about a potential cyberpunk game a couple of weeks ago, and while I didn't do any concrete development pre-jam (well, I did do some small audio experimentations), I now have a pretty clear and complete picture in my head what kind of a game I want to do. MegaCorp Global Dynamics is about to activate their newest product, huge mech codenamed BigGod. BigGod is clearly fundamentally dangerous to the notion of culture, so you as the expert hacker Major Bogost, must shut it down before it's too late. Ghost hacking straight into the BigGod's brain is not possible, instead you must travel through several host bodies to reach your goal. Here's a concept image (I had some appropriate graphics to use as a placeholder) There were two Bogosts in the first Wizard Jam, fierydrake's BitS had a really nice look! https://itch.io/jam/wizard-jam/rate/24532 I have always been a big fan of this title - I made this silly mashup last year.
  14. This is a cool mix of traditional feeling elements and z_bill weirdness! I also liked seeing your visual style in a higher resolution this time. I tried to figure out the game by myself first but had to give up and looked some Wacko gameplay that cleared things up. Even though it's a really simple thing you have to do, I think there could be some kind of a 'Do you want to know how this works?' thing in-game (I later realized there is kind of a gameplay guide right there in the itch game page too). The furthest I got was level 7. It's quite harsh that dying sends you to the very beginning. But that difficulty also fits this style of an arcade game and I really wanted to try again as I felt I was getting better at it. But then I had this crash twice. I think it was level 7 both times and I was playing the new 1.3 version. I definitely want to come back and try to reach the ending at some point.
  15. [RELEASED] Clone-Ridden Fields

    I was wondering about the scythes. I'd like to see them fixed to make the visuals more cohesive - I like how the whole scene with these harvesting skeletons feels like this strange, haunting medieval painting come to life. Great, very fitting music too, reminded me of the gorgeus 'To Zanarkand' from FFX. One small thing: When a round ends there is just the 'play again' option, it's not hard for the player to exit the game otherwise of course, but I feel like a 'quit'/'back to start' button is missing there.
  16. https://onepixelmonster.itch.io/data-complete-a-gun-that-shoots-enemies ^ You should put the itch link here for people who are looking through the games just in the forums. The combination of generic 90s FPS look (and I mean that as a positive thing) and some quirkier stuff like the health cocktail and Gobbler boxes create a fun style and mood. The size of the levels and the amount of different stuff, like robots and props, in them is impressive. Being able to change the mouse controls in game is a nice detail. At first my view kept drifting to one direction and for a second, because of the drink, I thought my character was just drunk. I think the problem went away when I plugged (or unplugged?) my controller.
  17. Having this kind of asymmetric scoring system/ different goals for the players in a really simple arcade game is really interesting! + A chip version of the moody Batman theme melody was a fun idea.
  18. Ha! Good content never dies (it just might be mistaken for something else).
  19. [Release] Bogost in the Shell

    Thanks for playing and commenting! I will add some audiovisual feedback for the player when they try to figure out what is going on at the start of the arcade. Though it is meant to confuse to some extent: you can't see yourself (expect a tiny dot in the radar) and the commands are in a language you probably don't understand. Making the game, the main goal for me was to have lots of variety and details densely packed in distinct areas. My love of details felt a bit silly at times, like for example when crucial elements of the game were still missing and I felt it was absolutely necessary to make those tiny birds that fly off the BigGod before I can continue. Although I mainly consider myself as a visuals guy, this time I decided to focus on the audio much more than previously (well, WJ 1 & 2 games had no audio at all). I wanted to make atmospheric scenes and sound of course is a huge part of creating a mood. That's a good point about the possibility of missing with the bottles (didn't test that thoroughly as it felt like surely one of them hits). I'll add couple more bottles and/or rearrange them. That secret ending stuff is nothing huge but I really like how it gives the game a little bit of extra depth and flavour. Oh and that Bogost tweet was so funny and delightful surprise.
  20. I really like the simplicity and the classic ice hockey game inspiration. I tested this alone so I can't comment how well the 'real game' works but it does feel and look nicely executed. This kind of restricted but analogue movement and aiming is a very interesting concept and I can't quite think of other games that have it like this. It would require some finger dexterity and multi tasking from the player but, maybe having the option to move the goalie with L and R triggers while still being able to control the attacker would work. That way you could quickly adjust the goalie position while continuing to move with the attacker. And this is an almost opposite gameplay thought and it would be quite a different game but... I wonder how this would work if your team was 2 (maybe 3) attackers and a goalie. Attackers couldn't change lanes and L shoulder button for example would switch between them. This would of course demand other changes in the core gameplay too and resemble more that plastic ice hockey game. Some visual nitpicking: The seleced option could be highlighted/emphasized more in the menu and the rink background circle texture, even though subtle, was distracting me a bit. Maybe an option to select other styles including a blank(ish) texture.
  21. [RELEASE] Pizza Tonight!

    I know at least two of the ingredients that make you a true jam lord: 1. Confident, surreal sense of humor 2. Really strong audiovisual execution 3. Pizza? Let's hope there will be a new episode with a 'pizza' in it's title before the next jam!
  22. [RELEASE] Baboo!

    The background audio atmospheres worked really well. I don't know if this is a common thing in IF/ text adventures, but with the soundscapes it felt like I was narrating some kind of a radio drama in my head. The volume levels really varied between the areas (castle loud, labyrinth very quiet) and some audio in the plains (even just a wind) would be nice. The length and puzzles felt appropriate and while being a collage of references it still was suprisingly cohesive in the end. And here's some engine thoughts: The default mouse sensitivity felt too slow so instead of taking a second to change it, I first played through this with keyboard controls which felt a bit cumbersome. But I played again with mouse and increased sensitivity and the unusual navigation worked nicely. The big range of vertical looking felt strange, I kept expecting there was some hidden layers between the three heights, though this was probably mainly because I was using arrow keys at first.
  23. [Release] Bogost in the Shell

    Thank you, thank you! You are my trusty QA guy, now I can go to sleep with some peace of mind.
  24. [Release] Bogost in the Shell

    https://atteo.itch.io/bogost Phew, I got pretty much all I had in mind into the game in time (though I had to do one update already where I turned off the debug level selecting (+ a tiny sprite fix)). I will do some post jam work for this for sure, at least make the fullscreen view scaling better and fix possible crashes and bugs.
  25. [WIP] [Released] Robot's Lips

    Submit a version before the jam ends here https://itch.io/jam/wizard-jam-4 (there's still a day and 12 hours left) and you can update the game even after the jam is over.