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Posts posted by ke51n

  1. The sub interior is finally more or less done. Needs some polish and a few extra details, but I'm gonna move on to the combat and actual game environment part this week.

    The reason for the title "In the Shade of the Puffin" is originally I was gonna have you play as a puffin fighting and capturing fish underwater with a fishing pole weapon. I don't really remember why I switched to a person in a submarine.

    My plan is to construct the exterior underwater section to be large raised underwater plateaus formed around a giant puffin skull looming over everything for lore reasons that nobody cares about. It'll be super evocative. 

    The plan for the combat is isometric slashing with the ability to use the fishing pole as a grappling hook to zip around. And then you beat various mutated fish into submission and can capture them with a fishing pole "capture move" to fill out your "Fish-e-dex." 

    Hopefully I can get some art done soon and basic mechanics implemented to show everything better. This game is definitely more ambitious, and even after cutting a lot of ideas, I probably won't even have what I mentioned above done, but that's OK.


  2. Now playing:


    So the game is an isometric action game like hyper light drifter but with a focus on beating up and then capturing various fish. I'm just working on the interior of the submarine home base area right now. I want it to sort of feel like you are controlling a camera and can zoom into key points to interact with objects such as your guy. (inspired by death stranding home base) It still needs a bit of tuning, but I need to draw out the rest of the environment first to see how it works.


  3. made some small changes based on watching some streams. (thx everybody that streamed)

    - scoreboard opacity goes to half when kerfluffles are behind it

    - human with bat gets a bit closer before swinging. Also a bit of tuning to make bat a bit more effective.

    - Camera zooms out as kerfluffle numbers increases.

    - humans and kerfluffles no longer run off the screen and fixed bug where kerfluffles would warp to the other side of the screen.

    - adjusted spawn rate of humans to cap it at around 50-60 to avoid framerate slowdowns. Still might slow down tho at the end.

    - added win state and lose state.


  4. just uploaded version 1.0.


    Drew a background road and added some placeholder houses that spawn humans. Added a scoreboard that shows the ratio of humans to kerfluffles as a sense of motivation. (maybe?)


    Added a new type of human, Human With Baseball Bat. This human may run from you or run towards you and tries to hit you when you get too close. The bat can kill a kerfluffle theoretically, but I need to work on the balance.


    Made a main menu. Added music.


    I'm not sure how much more I'm gonna work on this, I still like the concept, but might leave it here for now. Maybe I'll do a continuation next wiz jam. 

  5. v0_3gif.gif.8c1db96f15993c4e7ae7262ed35b3efd.gif

    Kerfluffles now properly move around where you click and bite humans. There's a bug where more than one kerfluffle can be biting the same human, but I think it makes sense, so I will just leave it in.

    From here, I need to make the humans move around a bit and then slowly build in little scenes such as a barbeque in someone's backyard that you invade. I won't be done with what I had planned by the end of the jam, but I think with the way I'm making the game, it will be playable more or less and I can add in more "scenes" in updates.

  6. Edit: now available at


    In this game you play as the Kerfluffles. Your goal is to infect all humans and turn them into Kerfluffles. The plan is to have a open world neighborhood you can move your Kerfluffle army through and infect all humans and add them to your ranks. There may be some light puzzle solving such as dealing with armed humans, humans refusing to get out of their cars, humans in pools (Kerfluffles can't swim), etc. 




    This gif is a very early test of animations and the basic mechanic. From here, I want to implement flocking behavior to allow a whole swarm of Kerfluffles to move around semi realistically, starting to design the environments, and getting the humans moving around.


    Based on