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About Teljoor

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  1. [Released] Our Weird Monstrosity

    Thanks for trying it out, everyone! It's fun to see what creations you all came up with . Looking at the feedback and @RubixsQube 's video footage, I think one the UI could definitely have been clearer. In particular, I should have included on-screen hint text to explain the left- and right-click functions for each of the cursor modes. Also, the 'back' button in the credits screen and the 'show mode' disappears unless the cursor is over the lower part of the screen, which was confusing for multiple players. I did this so it wouldn't distract from the screen itself, but in retrospect it would have been better to just keep it visible at all times. @brendonsmall Unfortunately, I don't own an iPad or similar device, so I don't really have the means to publish it there. I also tend to kind of consider my game jam projects 'done' after the submission period ends, so I'm not really keen to keep developing the game. Maybe I'll reuse parts of it in future projects, though. Finally, after using it during this project, I can definitely recommend Doodle Studio 95. It seems like it's practically made for game jam projects where you quickly need to get a lot of 2d drawings into the game and don't really care about every pixel being in the right place. The toolset is pretty limited though, so if you're going for a specific style or need things like transparency it might not be as suited.
  2. [RELEASED] - Sim-You-Lation

    I won too, at least for today! The game seems to correctly remember previous entries when restarted, so good job with that. I noticed a couple of places where the wrong type of input would crash the game. One example is if you input 'today' on the prompt for which day to remember (though it does say the format is (MM/DD/YYYY), so that was probably my own fault ). I'm not very familiar with python, but if possible I'd recommend putting in some generic way to handle input errors and return to the last question.
  3. [Released] Welltris and Wetrix (and Wordtris)

    I finished a game with a score of 686. This game mechanic seems very intuitive to me (though I have played meteos before). I'll echo the observation that I seemed to get stuck with a lot of consonants and was mostly only able to form short words. This was especially the case in the leftmost and rightmost columns. Also, the speed at which letters started coming in at the end (somewhere around 5 minutes, I think?) made it almost impossible to recognize and form new words before the columns shifted again, at least when playing with a mouse. This is a good proof of concept. I think the greatest thing holding it back is the distribution of letters, as mentioned before.
  4. [Released] Stream Frasier Online Free

    This was great! For the presentation of the game itself, I think it might have been better to keep the other character's line in the text box below while you select your answer, instead of repeating what they just said above the answer selections. I found myself re-reading their lines a few times before I got used to it.
  5. [Released] They Came Through the Floor

    I like the art and atmosphere of this. It had a great feeling of pressure, especially after getting one of the orbs. I'm ashamed to say I couldn't finish any of the levels though. I got up to the having one orb done a couple of times, but then got killed by the dark orb. Reading the rest of the replies I think I can sort of figure out how it should work, but I found it difficult to combine switching to the ball form with other movement. Maybe it was because I was using the keyboard and not a controller.
  6. [Released] Buried Treasure

    I enjoyed this game! The combination of the bird sounds and the music really created a calm atmosphere. I agree with some others that the depth of field effect was a bit too intense. One UI decision I liked was being able to keep the latest clue up while walking.
  7. [RELEASED] The Convergence Compulsion

    Just finished this. I agree with others that the tool selection is a bit difficult. I think cycling through them with a single button might work better? There are good building blocks for a game here, but with just these initial levels it is difficult to tell if it would be a good extended experience. I think that would mainly depend on the design of the puzzles. It is very clear what the tools do and what they can be used on in the levels. The on-screen tutorial and button input hints also made the game easy to play.
  8. [Released] Our Weird Monstrosity

    Thanks for giving it a try! It's great to hear that it was easy to use without knowing how everything works beforehand, since I didn't have anyone else test the game before the deadline.
  9. [Released] Our Weird Monstrosity

    The game has been released! You can play it in-browser or dowload a standalone version here: The final version has pretty much everything I was planning to definitely include, so I can't complain. I thought I might have had more time at the end to add more features to 'show mode', but creating all the monster parts ended up taking more time than I thought. Maybe I should have been less finicky about the details in all the sprites. I'm looking forward to playing a bunch of other entries during the showcase next weekend. I'll try to leave some feedback too, since I didn't have much time to do so during development.
  10. [Released] Our Weird Monstrosity

    I think I'm pretty much done with the creator part of the game. I've got a reasonable amount of body parts and four base bodies. The main features I want to add at this point are the main menu/credits, music/sound, and a 'show' mode where you can place your creation in various backgrounds when you're done with it. I'd also like to make it a bit easier to select parts you've already placed, since it can be a bit difficult to tell whether you're hovering over the right spot. Changing the outline color when a part is selectable should probably help.
  11. [Released] Our Weird Monstrosity

    Yeah, it's kind of turning out that way. I guess it was kind of a half-subconscious influence? I probably spent as much time with the creature creator as in the 'actual' game when I played it. Here's a screenshot of the what I've got right now. All the manipulation tools are implemented, including the color picker (I ended up downloading a plugin for that). I'm now filling out the different part categories, which I hope to finish by friday, so I can spend the weekend doing stuff like music, a menu screen, credits, etc. that I've neglected so far. I'd like to add some kind of 'show mode' where you can have the creature walk around when you're finished, but I don't know if I'll have enough time.
  12. [Released] Our Weird Monstrosity

    I've got the anchor joints and some basic menus working now. Once I've implemented proper rotation, size adjustment, and mirroring I'll start making some more monster parts so I can figure out what kind of line width and relative sizes I'll use. I think I'll definitely reduce the size of the parts relative to the body. It's pretty hard to make a proper face with the current set. The button in the middle will be used to switch to different body presets. The other two are intended to choose the monster's base color and manually add anchor joints, but I'll have to see if have time to add those. I hope Doodle Studio will be useful for you! I actually hadn't used it much since I purchased it, but it seems well suited to game jams since it cuts out a lot of manual sprite management.
  13. UPDATE: The game has been released. You can play it at ___________________________________________________________________________________________________ For this jam I plan on making a kind of creature creator game based on the episode title 'Our Weird Monstrosity' (Idle Thumbs 300). I really enjoyed mixing facial features to create randomized faces in the game I made during wizard jam 4. This idea will hopefully let me do some more complex stuff in that direction. I am working in Unity and will be using the Doodle Studio 95 plugin to do the graphics. With the plugin I can draw animated textures directly in Unity, so I should be able to quickly get a prototype going. Below is an initial mockup of what the game would look like. You can drag body parts over from the menu on the right and attach them to the base body shape at preset anchor points, kind of like in dress-up games. This should be easy to do using Unity prefabs. It would be great if I could also add a show mode where you can have your monster run around after creating it. Perhaps there could also be some goals in that mode, like earning new monster parts or fighting computer-controlled monsters. I won't really consider that until the base editor is finished, though.
  14. [Release] Phaedrus 2010

    Great work! I also got stumped by the puzzle until I found your hint in this topic, but in hindsight it wasn't too obscure. It was nice that the you didn't have to solve the puzzle all at once.