-
Content count
6184 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Everything posted by Ben X
-
[RELEASE] A Very Pretty Pipe Dream: procedural pipe photography shooter
Ben X replied to BluShine's topic in Wizard Jam 4 Archive
This has a really satisfying yet gentle feedback loop - enjoy the nice visuals, take your time making things look even lovelier and then get your feedback and the aim for the next one. I never managed to get more than 52%, but that's art! -
Sorry, I tried again but even knowing what I'm supposed to be doing I only managed that key puzzle once, and in that instance I ran out of time before I could capitalise on it! Ace set up, but the mechanics need to be a lot less fiddly (even shooting skulls takes ages to get right because you have to line the icon up and it's not always very intuitive).
-
Ohhh, okay, I'll go back and try that out!
-
[Release] Signature Moves - A Nonviolent (Dynamical) Systems Game
Ben X replied to ratamero's topic in Wizard Jam 4 Archive
I was thinking since I posted, a pod is too removed. Maybe a spacesuit with thrusters? Wouldn't want to cut off most of the view or make you feel too safe. You could have controls on a sci-fi cuff panel or something... -
[Delayed] Business Guys on Planes: Conflict in the Middle Seat
Ben X replied to dibs's topic in Wizard Jam 4 Archive
Ah, okay. Any immediate plans for a "ready" version? -
POST-CONFUSION EDIT: The presentation on this is just superb. Lovely art, music, characterisation, seasons passing, title screen, lots of little touches. All the conversation choices are great, too (the ). I didn't feel like there was much player agency in the forest sections though - no skill required or choices to be made, really. I'd really like to see some more mechanics bunged in here - a map, some simple arcadey enemy-avoid stuff - and for it to tie in with the conversations even more strongly. Furthermore, I checked out your site https://bigbadspanish.com and also loved that! The site itself is charming and the idea is really intriguing. I signed up to the mailing list so I can play the new demo when it comes out, and forwarded the site to a couple of people. (I did have a problem with the bottom of the text blocks on the old demo dropping past the bottom of the window, if that makes sense - you're probably aware of that.)
-
Interesting feedback, thanks! I didn't have tons of time to balance the audio (and there's no in-engine functionality yet) but I did intentionally make the labyrinth sounds quieter just because it's rather non-diegetic! I probably should have toned down the castle a bit, though. I did consider wind for the plains, but worried the game audio would become overwhelming if I had non-positional stuff in every scene. Perhaps if I quietened down the castle and added some to the plains it would be okay. I was happy with the levels and directional placement for the sounds in the labyrinth and the city, though. I'm glad the structure came out okay - I scoped surprisingly sensibly this time! That's a good point about mouse sensitivity, there's probably a setting there that I didn't get round to looking at. The vertical range is also something that I was vaguely aware of needing to be tweaked but didn't have the time to pin down what the issues with it were. So you think the sky should have been 'lower'? I did actually hide some stuff at mid-height in a couple of places - some graffiti, some billboards and a rat. But I think with a more planned game I'd have to either lower the sky or have a hell of a lot more mid-layer items...
-
This is a great idea presented with lots of character (lovely menus, world-building, cute robots etc) - you could probably polish this up and sell it as a mobile game and do very well . The only major issue really is that it needs a bit of a learning curve so you can get used to the UI and the various robot combinations.
-
This is a great idea and really fun to play - the UI is nice and intuitive. I'd love to see a more fleshed out version of this where buying the right props is an important tactical decision, and you get more precise feedback on your photos (I sometimes could not quite figure out why I was only getting yellow rather than green), an ongoing branching plot etc. Really cool!
-
FAO everyone who posted a WIP build (or explicitly said you were planning big updates), please do bump your threads when you update, because I'm generally holding off on playing those ones until then!
- 114 replies
-
- wizard jam
- game jam
-
(and 3 more)
Tagged with:
-
Oh my god, this was hilarious and terrifying. That is all. Why are all the pizza games so good?
-
Scored 12300! This is great - lovely presentation all round, loved the face creator (similar face!) and the game is simple yet addictive. I honestly could have played for a lot longer! I did seem to get quite lucky early on with my cursor already being over the correct answer, so if I HAD to suggest something I guess it would be to have a rule for the correct answer not to be in the same place twice very often (but not never, so the player doesn't twig and always discount that position). But really, this is a perfect little game.
-
I had no idea what I was doing, but I really like the Ridley Scott's Alien UI vibe, and I managed to rescue 31 clones!
-
Thanks both! Mythalore, the directions are slightly off on purpose a) to give the player something to do, sunglasses) for 'realism', and c) so the player isn't immediately looking at something every time they enter a new scene. It's something that apparently initially throws many players of any game written in this engine, but I decided the slight confusion outweighed the negatives. I added in the "by your reckoning" line in an attempt to acknowledge it!
-
This was great - hilarious 90s Cool Spot/ToeJam & Earl style presentation and a nice little arcade game to boot. I got 1700 score! Something to consider might be taking out jumping - might be more fun purely with the direction keys. But that could be misjudged armchair design on my part.
-
Basic but solid and I it was nice to hear such a... biographical? ... commentary.
-
Really enjoyed this - very nice visuals and acting, and an intriguing story. It did the thing that grates with me about most visual novels, which is making me click simply to progress the story rather than make a choice, but that's just me. Once the puzzles kicked in, I was very happy. Unfortunately, I was foiled by the getting-stuck bug just as I had , so I might try again when you update with polish. Oh, it was also cool to find shared audio and video assets!
-
I got through the tutorial of this and loved it. Nicely integrated tips, and generally a very cool 90s hackspace vibe. But I couldn't figure out how to get anywhere in level 1. Help, please!
-
A really funny idea, well executed, with lots of attention to detail (I love the bespoke graphics settings, the company title card, the meat descriptions). My only criticism really would be that, like most internet comedy videos, it goes on for a little too long - I'd fully experienced the joke about halfway through. I probably would have just put it all in one room and not made the player choose their meat, just select it automatically and display the text as a plaque. I'd be interested to know if
-
Looks gorgeous! I couldn't figure out what I was doing really, though, or get it to go fullscreen...
-
This is really nice already, even without the Christmas miracles [edit: and the sasquatch]! The opening is lovely, and it all sounds, looks and feels great. I enjoyed just finding the edges of the world, pushing up and down slopes. Looking forward to the final version!
-
Good to see the return of the phill aesthetic after enjoying it in Dung Beetle! All very nicely presented, the systems all work smoothly and it's a nice central concept. I did end up finding it too hard by the time I had both blue and red blobs on the same screen and needed three of each - I think I could have done with being a little faster or perhaps a period of invincibility after picking up a blob, to give me some more tactical thinking time. But I suck at games, so everyone else may breeze through it!
-
I enjoyed the idea and the presentation of this - the vaping and selfying mechanics and props are great. Unfortunately, I just could not control it very well. I had to keep staring down at the ground to figure out where I was going and it made it a little too tough for me to progress very far. I look forward to seeing it streamed though, and again it's very impressive what you can make in just a few hours!
-
Really sharp, both in its presentation and satire. I enjoyed the growing realisation of who you're playing and their outlook on the world. Would have been nice to have some kind of audio bed, but otherwise very slick.
-
[Release] Signature Moves - A Nonviolent (Dynamical) Systems Game
Ben X replied to ratamero's topic in Wizard Jam 4 Archive
This is lovely, very atmospheric and relaxing. It's a great feeling when you change something and suddenly the entity spreads out around you. It sounds like you were thinking of all this stuff already, but I'd really like to see this get more organic controls for the adjustments, some different colours, and perhaps a more floaty and slow control system - like you're in a little pod controlling yourself with small jets and you've come into contact with something beautiful in space.