Teljoor

Members
  • Content count

    66
  • Joined

  • Last visited

About Teljoor

  • Rank
    Advanced Member
  1. The shooting mechanic is pretty fun and the designs of the Blandoids and t-shirt gun are nice. The biggest quibble I have is that the most difficult part of the game is not actually the shooting or dodging, but picking up the coins after. Once you get going there is basically no point at which there isn't a Blandoid shooting at you, so it's easy to get hit while running after coins.
  2. [Release] Heely Kids

    My takeaway: as long as you land on your feet, you'll be ok! I felt that movement and falling were quite slow, which was good to get used to the controls, but since there are no air tricks as far as I could tell it also lead to a pause in the action on each jump.
  3. A very neat adventure. I liked the different movement types for some of the boots, especially the 'magic' boots' auto-jump and forced movement. I managed to get the cat puzzle piece by just trying solutions, but I couldn't figure out the puffin puzzle.
  4. [Released] Motormouth (Interacting with Humans)

    Our game has been released! Jam submission page: https://itch.io/jam/wizard-jam-9/rate/456934 Main game page: https://jmolenaar.itch.io/motormouth For now it is just the HTML version. Max/Linux/Windows builds will likely follow later. I think we managed to iron out a lot of wrinkles during the final day. It always feels rewarding when things sort of come together in the final stretch. Now to hope everything's reasonably tuned and comprehensible to players who haven't spent two weeks working on the game .
  5. [Released] Motormouth (Interacting with Humans)

    I've updated the thread title to reflect the game's new title. We're planning to make some more final changes and submit the updated version to the jam page tonight. The main things we're unclear on is how intuitive/responsive the controls are and how well the difficulty is tuned (it goes up as you play). But we can easily change those based on further testing and feedback, either today or in the coming week.
  6. [Released] Motormouth (Interacting with Humans)

    Thanks . I think we're on track to finish it by Sunday. The game isn't actually a rhythm game, just sort of inspired by one, but I hope it will still be enjoyable.
  7. [Released] Motormouth (Interacting with Humans)

    A quick update: basic gameplay loop works random pattern generation is in all control types we intended to have are working (button, switch, slider, radial) To do: more npc conversations (we're currently testing with just 4) add animations to sequence demonstration add sound and music scoring system and energy meter increasing difficulty with number of rounds played There's still a lot to do, but we're aiming to have all the essentials done by next Friday, so we can spend the weekend on polish and all the odds and ends we want to do before release.
  8. The game has been released! Check it out here: https://itch.io/jam/wizard-jam-9/rate/456934 https://jmolenaar.itch.io/motormouth _______________________________________________________________________________________________________ For this wizard jam I am working with a friend, who may also post some later updates in this thread. This will be his first game in Unity and my first time collaborating on a two-week project. To ensure that we can finish it, we have come up with a simple concept that should be very doable but could also be extended if we have time remaining.The basic idea is to have a 'simon says' main game mechanic where the player is presented with a series of instructions and then has to repeat them. As the game goes on the instructions could get more complicated or have to be completed faster. The visualization for the game is based on the endorsement of 'interacting with humans', from episode 7 of Important if True. The player supports a robot learning to talk and interact with humans. The concept is a bit like the 'First Contact' minigame from rhythm heaven, but it should be pretty different in practice since there is no rhythm element and the input uses different types of buttons. We hope to at least implement conversations and maybe also gestures and other ways of communication. To be clear, there is no real choice in how to communicate, it is just for visual interest and feedback indicating if the right buttons were used. In the mockup above the console and buttons are shown in the bottom of the screen. The buttons flash in sequence and the player presses them in the same order. The basic gameplay is currently implemented, but it is only a single fixed sequence with no loop or randomization. The slider and radial buttons are also not functional yet. We hope to have all the planned control types implemented by the end of this week, as well as having the animations, sounds, etc. hooked up so that we can run through a single complete sequence. After that we should also have a better idea of how we can best set up randomized instruction sequences.
  9. This game was easy to get into and the different concepts for each minigame all worked well without being too similar to each other. I liked the sound bites after each segment. 'Shoot the glass' was still the most difficult minigame to me, so good thing it got toned down if it was even harder before .
  10. [Released] Palpable Dreams

    Searching for a 'hole' is a great gameplay concept to utilize particle flocking concept. The subsequent challenges also do a good job of introducing the game concepts gradually. When it moves into 3D the effect is kind of breathtaking. I felt the music really helped to keep it from being frustrating when I couldn't easily figure out what to do. Great work. Cosmic sugar VR is kind of like this, if I remember correctly. https://store.steampowered.com/app/559010/Cosmic_Sugar_VR/
  11. [Released] A Thousand Dormant Machines

    I managed to beat the first challenge also, though I didn't try for the advanced ones. The controls looked kind of intimidating from the description, but with the tutorial it was actually pretty intuitive. As far as UI goes, it might be easier to select different parts to build from a grid instead of cycling through one at a time.
  12. [RELEASED!] War of the Broses

    The mechanic of lifting things to lift bigger things is very intuitive. I also like the 'too easy' prompt which makes it clear you can move on to bigger things.
  13. The mosquito sounds and music combine to make a good, scary atmosphere. I also liked the look of the swarm effect when the mosquitos exit the car.
  14. [Released on Itch.io] Alexa, Destroy Me

    This is well written. The feeling of contempt really comes through. I like that basically anything you do results in new prompts and dialogue, so you aren't going in circles trying to find one specific key or something like that. From what I played there seem to be a lot of different branches. Alexa even had a reaction for the order in which I went into different rooms.
  15. It's a good-looking skeleton. I like how the legs move one after the other. It's a bit hard to aim with the dinosaur moving around while you shoot, but you can spray so many projectiles that it ultimately doesn't matter.