getinthedamnbox

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Everything posted by getinthedamnbox

  1. [Release] Lord Hoistmas With Bagblast!

    Ah, cool. Must've just been chance or confirmation bias that made me think they always threw left.
  2. [Release] The Power of 45 Brains

    Interesting. This reminds me a little of The Sequence. It feels like the kind of game I might be able to have some good "aha" moments with, but the difficulty ramped up too quickly for me to get there. I tinkered with it for a while, but I wasn't able to figure out the difference between the funnel and the paintbrush, and I didn't have a handle on how to space out the colors effectively. (For example, if I'm supposed to have 14 reds in a row and then 1 blue, how do I create such a long loop?) One thing I'd definitely suggest is not having the goal output reset every time I press stop. Being able to brute-force the puzzles a bit at the beginning might've helped me wrap my head around how everything worked. I'd also suggest making it clear that you can move brains by dragging them and eliminate connections by right-clicking them. I almost gave up when I thought I wasn't able to move the brains or reset the connections. All in all, though, this concept has a lot of potential, and the dragging/dropping/connecting feels fast and clean. I've fallen hard for puzzle games like this on iOS, so it's definitely in my wheelhouse.
  3. Just played it, and I agree with others in this thread: I love the look of this! It's such a cohesive little world. The Gobbler has never been more regal.
  4. [Release] The Pizza, the Bee, and the Trash Can

    Aha, got it. I was trying to get a million bees to chase me and then put down a honey/bomb trap to take them all out, but now I understand why that wasn't working. I'm not sure what the solution is, but some feedback to explain when honey is "full" would be helpful. That or eliminate the limit and try to restrict the power of the honey in some other way. Nice, I actually had this thought after I finished writing my last post. I wonder how far I could've gotten by trying that. I think one thing that would help is a particle effect or other visual cue at the point where a bee is hit by the net. That would help me feel like the net and the bees occupy the same space. It can be a bit of a pain at first, but it gets mechanical once you do it enough times. I take it you've already looked up tutorials and stuff on this, but, if it's helpful, the method I use is: 1. Split your clip. (I usually look for a spot where the waveform is at the center, because that minimizes/eliminates the little "pop" that can otherwise happen when the clip starts playing without being faded in. You might not have to worry about this if the very beginning of your clip will never be heard, though.) 2. Now that you have two clips, reverse their order. (Move the left one so that it's on the right, or vice versa.) 3. Crossfade the clips. This will be the "seam" in the loop, but because you're crossfading it, in won't be noticeable. 4. If there's a fade-in/fade-out on the outside edges of your clips by default, remove them. 5. Glue the clips. You can use the same method to make looping gifs and videos.
  5. [Released!] Life Finds a Way

    I just went back and got it for all three. Nice. :]
  6. [Released!] Life Finds a Way

    I unlocked all 18 parts, but I never tried matching three of one host. I take it something happens if you do that?
  7. [Released] The Wizard

    Seems like the systems could combine in super interesting ways (reminds me of Starseed Pilgrim), but I was terrible at figuring them out. I appreciated that it was forgiving, though, so I could just experiment. I'd be curious to watch someone more skilled play this. The audio and graphics both work well, I think. There's a consistent style. If you haven't already tried it, you can switch off anti-aliasing and it should get rid of those tiny black lines that appear sometimes. (This was a Sunday-morning-4am discovery for me on my own game.)
  8. [Released!] Life Finds a Way

    550 Goldblums later, I can confirm that this is the highest density of Thumbs references I've ever encountered. Good stuff, gave me that classic roguelike button-mashy feeling.
  9. [Release] Lord Hoistmas With Bagblast!

    Showing the arcs of all your throws at the end is a neat addition. I'm curious as to how the opponent's AI works. Mine seemed to throw a little to the left every time.
  10. [Release] The Robot's Lips

    Cute graphics, chill music---overall very soothing. The last couple games I played were intense, so this was a welcome interlude. Congrats on the end-of-jam power move.
  11. [Release] I'll Kill The Last Alien

    Wow, that was great. I found the second part (w/ time magic) to be punishingly tough, but I stuck with it and reached the end. I changed strategies a few times until I found one that worked well: The graphics and sound design are really strong, and I especially enjoy how The Berserker is animated (nice fluid transition from the menu to the game, by the way). Also, I appreciate that the whole story is told without words. I know firsthand how tricky that can be, and I thought you did a good job of it.
  12. [Release] The Pizza, the Bee, and the Trash Can

    I killed a lot of bees! I wasn't sure how to get them to stay by the honey reliably, and I couldn't find a way to hit them with my net without taking damage myself. I made do, though. Sounds like you got the bee sfx working well in the end.
  13. [RELEASE] The Purity of a Child's Boredom

    Thank you! It's a lovely surprise for me to see that last bit being spoiler-tagged. I'm glad you and Ben X got enough of a kick out of it to do that.
  14. [Release] Classic Dogs & Demons

    Soooo stylish. I like how well-timed everything is in the opening, and the illustrations, pixel art, and dialogue system are all impressive. Good sense of humor with the writing, too. I was defeated by the second stage, but I think part of the reason was that I didn't understand that my dogs' barks were stunning the demons (I thought they were enraging them, so I always backed off when it happened). I might give it another shot now that I understand that mechanic.
  15. [Release] Pro Fish Smart Fish

    I like the three-color palette, the music, and the style in general. The animations that play between stages are a nice touch. I sneaked through the first level without dying at all, but the second one eventually defeated me.
  16. [dev log] sit in a row and stare at the wall

    It was... as advertised! Could make a good album cover, if Thumbs ever wanted to start a chiptune band. Your dev environment is pristine.
  17. [Release] Sorrow and Horror

    This stressed me out quite a bit, so I think that's "mission accomplished" as far as this being a horror game haha. Once I figured out a strat for quickly checking doorways, I managed to stay alive for a long time, until I reached a dead end and couldn't squeeze my way back through the zombies chasing me. I liked it when the music kicked in---that was a good moment.
  18. [RELEASE] The Purity of a Child's Boredom

    Excellent haha. I had a lot of fun pixeling out that nice chunky Rio. Thank you!
  19. [RELEASE] The Purity of a Child's Boredom

    Thanks! :] :]
  20. [RELEASE] The Purity of a Child's Boredom

    Thank you!
  21. WIZARD JAM 5 // Welcome Thread

    Awesome, I'm excited for this. I'll be away for the first half, but I should still have enough time to make a thing. Worst case, maybe I can help someone with Unity/Blender/audio. Have people had luck crowdsourcing voice recordings during previous jams? I remember seeing others try this last year. I'm considering putting out a call for recordings of readers yelling "ATTACK!" in as medieval a voice as possible, but idk if people would be into that.
  22. [RELEASE] Mad Skills

    [Edit: Download the finished game here!] I'm making a two-player game that will, I hope, feel kind of like being a passenger in a car and having to give the driver directions. The worst version of that. Audio Player™ wears stereo headphones and can't see the screen, and Video Player™ works the controls. Audio Player is responsible for parsing what they hear and translating it into directions for Video Player. Here's a demo of what I've got so far: When a defender at the bottom of the screen is selected, it plays two sounds, one in each L/R channel: (1) the sound associated with its current color and (2) the sound associated with the color of the attacker that will hit it once the timer runs out. Video Player cycles the colors, and Audio Player listens to determine when they're correct. The goal is to get the right lineup of color/sounds in the defenders before each wave of attackers hits. The number of color/sound combinations goes up every few waves, and I'm thinking there may be some additional complications in later waves as well (like the sidesweepers you see in the video). The color/sound combinations are randomized each game, but they don't change at all until a new game. So, theoretically, Player Two could tell Player One, "ok, whatever sound you just heard means 'red'"... and if Player One's synesthesia is strong, they might be able to use that info in future waves. It's placeholders all the way down right now, so I'm going to spend most of my remaining time trying to make it look and sound pretty. I'm a Blender baby (oh my god I'm so proud of that name plate though), but with enough time I think I can make some passable models.
  23. [RELEASE] Mad Skills

    Cheers, thanks for taking the time to figure it out. It's probably best that you played it solo, since right now it's pretty confusing in co-op mode. 9,556 skills stolen---damn, well done. Glad that "Taunt Me" button is working.
  24. [RELEASE] Mad Skills

    Cheers! Thanks so much for playing it!
  25. [Release] Zombie Train Beyond Earth

    I enjoyed this quite a bit. There's a lot of detail to admire with the foley, models, textures, and lighting. I liked that the door handles and faces and stuff were drawn onto the textures rather than modeled---that was cool stylistically.