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Found 89 results

  1. Download it on itch.io! Also download the soundtrack on Bandcamp! Credits: Art, Animation, Game Design, Sound Effects: David Thatcher (Giraffe Cat). Music: James Starkey (5 of 6). Vocals: Chris Remo. Original Post:
  2. Hello! You might remember this as my entry into Wizard Jam last year. Back then it looked a bit like this: I spent a couple of months working on it recently, and now it looks more like this: This is much closer to what I originally wanted the game to look like, and I'm generally happy with the visual side of it. The reason I ended up going back to the game a year later was because I'd submitted it to EGX Rezzed, and it was accepted, so I needed to get it into a much more playable shape. Watching people playing the game at the show gave me a lot of really useful feedback regarding what I was doing wrong; it's a difficult balancing act in a game that's supposed to be confusing and alienating, but I realised that there was a lot more that I could be doing to help people understand the rules without spelling them out completely. Another thing that came out of showing the game to people was that a lot of them just expected it to be on Steam. I'm not crazy about this mentality, but I understand why it exists, and it made me think that maybe putting the game on Greenlight is a good idea. So that's basically my current aim; I want to get a trailer together to show the game off so I can put it on Greenlight, with an aim to releasing it for maybe £1.50. I'd like a bit of feedback on the game as it stands, though! Basically, do you think it's worth paying for, and if not, what do you think would make it worth the cost? You can play the game as it currently stands here: https://giraffecat.itch.io/nineties-cockpit-freakout (Download v0.91) A few things I definitely need to add/change: Music in the main menu. Improve the menus in general; those buttons look cheap as hell, and I'm not crazy about the static title screen. An options menu, for graphic detail levels, volume levels and resolution. A bit of story dialogue at the start of the game, and in between waves; the transitions between waves need to be more like progressing from one level to the next, rather than just spawning a bunch of new enemies. Aside from that, I had a few more nebulous ideas for improving the game: Variation in the arenas; currently it's always square. I spawn buildings in different places every time you play, but this doesn't really add that much variation, and there's not really anywhere to go. I noticed that a lot of people that played the game at Rezzed tried to fly over the mountains, and were surprised when they hit an invisible wall. Actual arms that shoot out and grab the sliders and press the buttons. I feel like it would be difficult to make this look good, though, and I definitely don't want to sacrifice responsiveness for it. More buttons and lights on the console. It still feels a bit too empty. I'd love to hear any ideas you might have; and please, be as honest as you need to be! I want to know if people think my weird thing is worth paying for.
  3. Update: It's an itchio: Edit: kevin888 is also making a Zombie Train game, with, it seems, more zombie-smashing and more nick breckon... So this is going to be a weird one... I have this (not yet fully formed) idea for a exploration/walking simulator/adventure kind of thing set in a train. In space. With zombies. But the zombies are a bit different than you might expect. I'm currently learning to use Unity and I've never made a full game in it before, so don't expect much. But anyway, here is the result of some testing (warning: brains): Not sure about the zombie design yet. I was going for a kind of fancily-dressed-undead look but my character-drawing abilities are quite limited.
  4. [RELEASE] Button Frenzy

    Hey folks. I've been meaning to write one of these threads for a little while so here goes. I'm making a game inspired by the gameplay loop of old-school Simon toys, and the universal ritual of inputting video game cheat codes using a controller. It's a fast-paced score-attack game whereby the player has to watch a randomly generated button sequence and then repeat it under a strict time limit. Enter in sequences quickly and you'll score more points and rack up a score multiplier. As the game continues it gets faster and more difficult. Think WarioWare in terms of basic structure and pace, and you're not too far off. Diversifiers used: "It's a Baby Game" Super Briefly UPDATE Play it here: http://itch.io/jam/winter-wizard-jam/rate/45593 Another update: This game is now on Steam Greenlight! I decided to keep working on it and make it into a full thing. I just launched the Greenlight page a few minutes ago and I'm pretty terrified! The page is here, if you're interested: http://steamcommunity.com/sharedfiles/filedetails/?id=576631024
  5. I've gone with a short and snappy pod blast from 09, With Free Monster Samples. So I came to this jam with a specific interaction in mind. I wanted to work on a morse code method of communication in a future game. I thought that this would be the perfect opportunity to come up with a proof of concept for it. The game is inspired visually by Downwell, it creates the layout for the game and look for the game. Mechcanically the player is trying to get rid of their Monster samples. They need to visit door to door to get rid of all of their samples within the alloted time. The problem is, everyone's music is too darn loud. Knocking on the door will cause the occupant to say hello in their particular language. The player needs to use morse code to knock back that word at them. In an ideal world, players would get higher scores for more complex greetings. But I think I'm already pushing it with I've got already. I've got a 2D platformer setup set up (thanks to Acrocatic), and a rad $1 animated dude that bounces off the walls. So I hope to get some more of the core gameplay into the game over the weekend. I've attached some gifs of the progress of the game You can download the game here: https://ash-nr.itch.io/with-free-monster-samples
  6. V late to the party, but so are the meadhall's visitors, so.... it's cool, I'll just shun all other commitments until Sunday.
  7. Pod of inspiration: Terminal7 Episode 18: Smash That Brain with a Rock This is going to be a dumb physicsy twin stick brawler thing about a disembodied brain named Smash who has a rock on a chain which he uses to hit bad guys. I guess he does this so he can hack the Gibson or something, to stay in keeping with the cyberpunk theme of Netrunner. As I see it, the Minimum Viable Product is: an isometric arena an object that resembles a brain, if you really squint your eyes, which has a little rotating arm. Twin stick controls. One will control the direction Smash moves, the other will rotate the arm, which (I hope????) will confer physics power upon the rock on a chain evil BLACK ICE (which will probably be represented by cones with angry eyes), that spawn in and come at you, which will disappear when they are hit with the rock a score that increments when you biff evil BLACK ICE difficulty (represented by number and speed of evil BLACK ICE) that ramps up over time a health value for Smash that will decrease when the evil BLACK ICE touches Smash a failure state when you lose all your health Stretch Goals assets that look like anything sound effects sweet cyberpunk music hi-score leader board immersive screen shake Title Screen To accomplish this I'll be using Unity for the first time.
  8. Hi all! Me and a bunch of friends including Zerofiftyone* are making Frozen Fracas, a homage to the ice level gamemode from Crash Bash. For those of you unfamiliar with Crash Bash at all, the basic premise of this game is: you are a seal. four players. stay on the ice. push your opponents off the ice. We're planning to add various power-ups, and an AI Orca that swims underneath the ice, occasionally tipping it / bashing into it etc. Movement code is going well: * you might notice he is doing two games this jam, because he's daft.
  9. Released here! So I got sort of obsessed with this idea so I'm reserving it with a thread! I'm an artist and total newbie to the forum. I'm still open to get help with the coding (could switch to Unity if pressed). Otherwise, I'm going to learn GameMaker here and now! The idea is to start at the pause screen for Battletoads, and use glitches and weirdness to escape into....something else! Should be odd and cool. Inspirations: Frog Fractions, Corrypt
  10. So I figure I could track my progress for my Twine game, What Happened To Us, here. I kind of want where it goes narratively to be a surprise, so I won't be revealing everything, but so far I've... Scoped the game. Have written the outline of the story. Have written approximately half of the actual game text. Have decided on where and how the paths will branch. Technically this game will have 40 endings, but the nature of it's second half means that it's more about the player having the option to express themselves in a total of 40 different ways, as opposed to the story actually ending in 40 different directions. What I still need to do: Finish writing the text. Learn how to change background and text color in Twine. Learn how to track variables in Twine. Learn how to play audio files in Twine. Learn how to set timers (if that's possible?) in Twine. Write and record 40 different pieces of music. Record approximately 48 other smaller bits of audio. Edit an additional 11 bits of audio. I'm glad I was able to scope and outline the game so quickly because the real challenge will definitely be on the creative side. The pieces of music I'm going to be writing will be simple, rough and quick. They will be lo-fi one-track recordings of just me and my guitar on my laptop mic, which is demanded by the narrative (and will make the recording process much quicker). But still, 40 pieces of music is a lot in two weeks. I imagine this will end up being much more complicated than I think, so I'll probably be asking for advice or help regularly, particularly on the programming side of things. But my first question is actually a smaller creative one: this is a fairly serious-minded game about two gay men breaking up. If I were to name the two men Jake and Sean (as they are actually whom the episode title "What Happened To Us" is referring to) would that be cool or would it be distracting and come off like Idle Thumbs slash-fic? There's no sex in the game either way, so it'd just be a nod.
  11. So, I'm making my first Twine, based on Cyberpunk Cop-Killer. It's a Noir-style murder mystery, set in a police station. I'm currently writing straight through the story, and avoiding any branching paths or mechanics. As soon as I have the story from start to finish, I plan to flesh it out to be more game-like, but that depends on how much more time I have left in the jam. Here's my tree so far, intro and case/victim information: And here's an excerpt: I probably wont post much of the actual text due to spoilers, but I'll try to post the tree as it's growing. Things to do: -Complete the story from start to finish -Edit the CSS to make it look like a cyberpunk computer terminal. -Flesh out branching paths and alternate endings Optional: -Implement a soundtrack -Get or make some art -Make a game mechanic (my main options here are either a time/number of screens limit, or a gun with limited bullets.)
  12. I had an idea on the train this morning as I was relistening to this week's podcast. I think I want to make Jake's suggested interpretation of "I Like the Hair" as a joke minigame. Basically it'd be a game in which you're presented various portraits and asked if you like the hair or not. And I thought it might be even better if the game featured pics of folks from the Thumbs community. What do you all think? Is this a good idea? If people are prepared to do this I'll set up some kind of webform for submitting your pics. Edit: Alright, I've put up a quick webform for picture submissions. Here it is: http://goo.gl/forms/QwoVQT6TBD If you want your beautiful mug to appear in a video game about hair, send me a picture! I guess it's worth saying just for clarity that I won't be distributing any of these pictures to anyone or using them for anything other than this. THANKS GUYS Edit #2: This game is done and you can play it! It's accessible via a cheat code in my other game, Shoot That Pizza. In the main menu, type in the secret code "puffin"!
  13. [Dev Log] Imagine The Man

    April 13: I just came up with this idea a couple of hours ago and it's still pretty rough around the edges. Pretty much everything about this concept is still in flux, but here's the basic idea: Platformer (probably 2d) where you play as a little kid and are unable to navigate the environment on your own. To navigate the environment, you imagine a guy to help you. At first, all you can imagine is a guy who's bigger than you and can pick you up and set you down: As you explore, and see more of the world, you gain more symbols that you can use to imagine your man. So, for instance, you might see a horse and imagine a man who can run as fast as a horse, or see a tree and imagine a man as tall as a tree. I'll probably do this in Flash/AIR since that's my most familiar platform, and it's a non-trivial idea to implement technically. The biggest challenge I can foresee at this moment is making the man sprite able to be all the different shapes he'll need to be to fit the imagination and still animate decently. For instance, the man as tall as a tree would ideally be slender with incredibly long legs rather than just whatever man sprite scaled up 10x. Even though I normally avoid Flash's vector animation stuff, I may actually want to try to use it for this project due to its suitability to that problem. I'm not really looking for a team, but if anyone would like to get in on this I'm certainly open to the idea. Tomorrow I'm hoping to nail down all the specifics of implementation and have a rough idea of the scope of the game, and maybe throw together a very rough prototype.