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Posts posted by Teljoor

  1. It's done!

    You can play the game here:

    And here is the jam entry page:


    Overall I am pretty happy with it. In retrospect I do think it was a mistake to use the dialogue subsystem and characters from a previous jam entry. It just didn't feel as fresh while I was working on it. I would've liked to get one more disguise in, but I just didn't have the time. The puzzles also ended up being simpler than I would've liked, but I hope everything around it will still make it enjoyable.


    The following contains some stuff about the final phase, so I'll put it in a spoiler:


    I think DR. SBAITSO was mentioned in a couple of idle thumbs episodes, though I can't recall exactly which. I liked the robot voice and thought it would make for a neat 'true identity'. Some of the lines in his opening dialogue are also copied from the old DR. SBAITSO application.



    If anyone is interested in how to get the DR. SBAITSO voice, you can find the program at:

    To have the doctor say any line, just type "say [something]":


    You can also alter the voice parameters by entering ".param" and then entering a 4-digit code, but I didn't really experiment with that.


    I haven't been very active in keeping track and commenting on other people's projects, but I look forward to making up for that in the coming week and during the showcase weekend.

  2. Progress has been a bit slow. I think I underestimated how much work it would be to get all the animations and interactions in. I have finished the first head and added two more, but not all the interactions are there yet. I hope I can finish those this weekend, and then I'll have next week to make the last face and get all the menus and other odds and ends in there.


    The dialogues are now editable and reorderable in the unity editor, which makes them a bit easier to manage. In my previous game I had them all in separate script files.

    I did this with this script by t0chas: Maybe someone else will also find this useful.

  3. UPDATE: The game is finished and playable here:

    And here is the jam entry page:




    Time for another wizard jam!


    What I want to do this time is create a sort of puzzle game where the puzzle is the Brain Burglar's mask. You'll basically be pulling and prodding different parts of the face to reveal new parts and interactions and finally find the zipper to tear off the mask and move on to the next disguise. It is sort of inspired by the interrogations in the Ace Attorney game series and the game GNOG  (though I am basing that on just the trailer, since I haven't yet had a chance to play it).

    I included limited facial animations with separate features in some of my previous games and I hope I can go a lot further with that here. So far I have ideas for four different phases/faces and at least three should hopefully make it in, with more if time allows.


    I will be reusing and extending the dialogue system I made for my wizard jam 6 game, The Rooster's Stupid Secret. I am also planning to reuse some of the detective characters from that game so I can quickly set up the premise, so it will be sort of a sequel. I hope to have the first two faces with all interactions and script more or less done by next weekend.


    Here is a gif of the first face I'm working on. The interactions are pretty basic right now, but hopefully I'll be able to include some real puzzles in later faces.



    I am using Unity again. It would probably work in 2D, but I am working in 3D with an orthographic camera since that's what I am used to.




  4. 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.

  5. 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.

  6. 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.

  7. This was great!


    It was a real surprise when the non-random lines started coming in, I thik it was a great idea to do that after the player gets into it expecting nothing but automatically generated lines. The ending itself does seem a bit morbid, though.

    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.

  8. 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.

  9. Spoiler

    The long walk is a good buildup to the one joke at the end :). I think, given that most people would probably not play the game more than once, it might be better to place the 'game ideas' folder directly in the player's path.


  10. 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.

  11. 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.

  12. On 6/25/2018 at 2:05 AM, atte said:

    This was really versatile and easy to learn and use! Here's a monstrosity I made while I was just figuring out what it could do, will definitely try again. 

    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.

  13. 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.


  14. image.png.20d34e3b46f28bead179a022b2fee15a.png


    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.

  15. On 6/15/2018 at 12:37 PM, phill said:

    This sounds like the creature creator part of Spore which was the best apart of that game, so I'm totally on board :D

    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.


  16. 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.


    8 hours ago, coughlinjon said:

    I am very excited to see what you make :) I am also going to buy Doodle Studio right now!

    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.

  17. 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.

  18. It's great that you managed to finish a playable build in time :). I just played the first level, so here's some feedback/things I noticed.

    • I needed some time to figure out how the grabbing worked, so it was a good thing that the first level had an obstacle right at the start that couldn't be passed without that (climbing over the first house). 'Learn by doing', and all that.
    • After finishing the level I tried to start again from the main menu, and when the timer for the ingredients minigame ran out I the level didn't start. That's probably a bug.
    • Spending 60 seconds in the pre-level bonus stage is probably too long if you end up implementing multiple levels. I think something like 10 seconds might be better, or you could put in a button to skip it.

  19. Just finished this. It was a little awkward using keyboard controls, but manageable. In practice it turned out to be more reaction-based than I would have thought from the gifs. Less "plan out a path to the goal and back" and more "find the next gap".

    Something I noticed in the later levels is that if you die to an ordinary obstacle just as the obstacle that follows the player's path spawns, you'll might die again when you respawn (because you spawn on top of the 'follow' obstacle). Not sure if that's intended, but it doesn't matter much. The new types of obstacles enemies were introduced intuitively. I liked that there was a 'practice' level for each of them before they were mixed up with other obstacles in later levels.

  20. This game is really impressive in how it looks and the amount of polish in the environments and movement. I have a few observations from what I played.

    • I liked the use of fixed camera angles to show off the environments and guide the player forwards. The transitions between camera angles were pretty smooth.
    • For the platforming at the cliffs in the beginning it was a bit difficult to judge the relative position of the next platform (that is, whether it was directly to the right or a little forward or backward), so I fell down a few times.
    • The maze was a bit too large, I think. It took a long time to walk to the switches and get to the center and there wasn't really any puzzle-solving or figuring out the right path in it.
    • The searchlight section with the boat takes too long to repeat if you get spotted. I got spotted once on the second searchlight because I didn't find the right hiding spot in time. It takes about a minute of waiting to get back to that point, so I stopped playing when I got spotted again at the third light. I think there should be more checkpoints there, or the boat should move faster.


    Edit: In case this comes off as too negative, I would like to add that I ended up finishing the game later and this is still the most impressive game in this jam that I've played so far. It's just easier to come up with nitpicks than good positive criticism, I think :).

  21. Well, the game is officially released now! I decided to release it today, since I've got a stable build and I have some things to do tomorrow. In the end I didn't add any new puzzles, but I did add a menu screen and credits, update some graphics, and add more interactions to the apartment. Controller support ended up being too difficult, since it appears that it is not possible to manipulate the mouse position through code in unity. In order to use the controller to select options during dialogues, I would have had to build my own cursor object that would be manipulated by both the mouse and the controller input. Camera control does work with a controller, though.


    Thanks to everyone who shared their impressions during development :). You can play the game at: (or download it through the itch app)


    Side note: While redoing the graphics for the hands I ended up making a second version of the 'standard' hands used for the detectives (see below). It may be just me, but my first attempt, with five human-like fingers, looks really creepy to me. I didn't really notice it until I put it into the game. No wonder cartoon animals normally wear gloves and have only four fingers!

    hands.PNG.172348d9f821c4f9199c7a5f99ad1fae.PNG hands2.PNG.8d8a1dfc8d84c7439ef9d9e282301a81.PNG

  22. The Unity WebGL build works on itch. It's not a proper release yet, but it should work fine for the actual release on the 31st. A few of my friends were kind enough to playtest the prototype and came up with following issues, which I plan to fix as my first priority:

    • Pressing alt-tab or otherwise switching focus from the game to another window causes the camera to stop working properly. This is the only real bug we've found so far and probably the biggest issue.
    • Mouse sensitivity is too high.
    • A full screen option for the web version would be nice.
    • One of the puzzles is hard to find, because the 'hotspot' object may appear to be part of another object (that has a separate hotspot). I'll probably just end up combining the two objects.

    After that, I've got the following points I hope to add/improve. Not sure if I'll get everything in there, since the deadline is pretty close.

    • Add menu/title screen
    • Add one or two more puzzles
    • Add more environment objects/hotspots (currently there's 10, I'd like increase the number to 15 or so).
    • Improve talking animations
    • Add controller support


  23. This looks really slick. I could see how the controls could be confusing if you're using digital inputs, like if 'left' means left from your perspective or from the dot's perspective .But it seems like it would work well with analog or touch controls. I guess it's hard to tell unless you're actually playing it, though. I'm looking forward to trying it at the end of the jam.