> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid > Next Demo Day 16 (12 HOURS!) itch.io/jam/agdg-demo-day-16 > Play Demo Day 15 itch.io/jam/agdg-demo-day-15
Okay. You can procedurally generate chess endgames, and a lot of other sorts of puzzles. In this case you can work backward, tying the number of moves needed to the difficulty.
Games with tons and tons of random content create a similar situation. Each particular combination of elements is essentially one puzzle board out of which you need to extract maximal value. A given combination of items is only interesting to "solve" once. An enormous amount of content which can be combined in novel ways presents an enormous variety of puzzles for the player to face.
Skyrim, on the other hand, plays pretty much the same most of the way through. You don't play significantly differently based on the elements in play. The puzzle is static.
Landon Nelson
>OK user, your game is free, you pretty much completed it before joining this company and it does not affect your work but still I have to ask 3 more guys before being able to tell you it is OK for you to release it
My manager, I know they are trying to protect the company but damn... if they say no I don't know what to do
Dylan Scott
>Light Spirit game is pretty nice user but you gotta fix those issues like jumping on walls.ex: 00:17 - 00:20 i just stand there trying to jump on the other direction but nothing happens
get some rest, you'll do less mistakes, demo day is 3 days so you can still work on it after sleeping, you've earned it
Tyler Thompson
@Placeholder Title Got another one. Also if I rebind the pause button ingame from pause menu, I can't exit the pause menu afterwards. Solved by resetting keys to default. Pressing A and D during the boss fight while paused makes parts of the boss visible/invisible.
please download my demo im testing the new health system, if you download it please let me know if it sucks or not
again sorry i used my steam demo as a basis for this demo so theres some shilling left in and some features are cut
Ethan Gonzalez
I think this approach is a near miss. Candy Crush Saga has an enormous amount of relevant game states but is not particularly deep. Chess, played from a point where there is only one solution which leads you to victory deterministically, is still deep.
Last time I'm posting When It Hits the Fan for demo day. It releases Sept 19th on Steam (steam page is up now) so I'll have to come up with a new game for next demo day. Any ideas?
Camden Wood
> Next Demo Day 16 (12 HOURS!) itch.io/jam/agdg-demo-day-16 ??
Thomas Torres
user you gotta add . between puu and sh
Luke Long
oh, I tried to just get rid of the space. my b
Austin Williams
tfw you will never be able to license the UbiArt engine
Christopher James
analytics tells me six of you downloaded my game
stop ghosting me
Blake Martin
Release it under a pseudonym you cuck
Ryan Rivera
>An enormous amount of content which can be combined in novel ways presents an enormous variety of puzzles for the player to face. That enormous amount of content means shit, when everything of it is half-assed crap.
Brayden Allen
Ah, I got the one pictured while trying to figure out the keybind issue.
>Pressing A and D during the boss fight while paused makes parts of the boss visible/invisible.
Dang I really should handle my debug code better. Thanks for this by the way.
Ian Sanchez
i did it! it even packed neatly down to 84 megabytes!
My progress is adding a new reflection system to my engine on which the only playable game at the moment is a Pong clone
Elijah Jenkins
that's the game i was waiting for
Ayden Davis
Are you familiar with Magic: The Gathering? Have you ever drafted?
Daniel Robinson
>knew that the gate would allow to hit one block >it can also hit the other on the other side Well played. That area is a bit too safe for the second phase, I might just throw in another attack.
Isaac Brooks
Yes, and it's a shit game. Drafting is based way too much on luck for getting good rng instead of actual skills, which is fucking retarded. EDH is much better, even though even there is still way too much rng involved to be a really good game.
Pulling on a fucking one armed bandit is not a fun game, it's just fucking gambling
Jordan Perry
>LMB to autowalk >LMB to attack
Since the enemies are so small, and you have to reclick to attack, I'm fighting against autowalk more than I'm fighting against the enemies. Your game is perfectly navigateable with just WASD.
Carson Gray
Aaaaand the demo has no HUD, plus some ugly graphical bugs. This demo day is making me mad I swear.
>it even packed neatly down to 84 megabytes! How the hell did you manage that ?
Adam Hernandez
>How the hell did you manage that ? I scrubbed out starter content, which cut it down from 800 to 300 megs and winrara somehow packed 300 megs down to 84. Miracle!
Julian Collins
it's LMB to attack? i thought that attacking was automatic
oh the dialogue is wrong, i changed how it worked ambientdev.itch.io/seasons-past >Since the enemies are so small, and you have to reclick to attack you can just bump into them
Samuel Carter
>> Next Demo Day 16 (12 HOURS!) itch.io/jam/agdg-demo-day-16 FUCK YOU
David Bell
>Drafting is based way too much on luck for getting good rng instead of actual skills, which is fucking retarded. The challenge is making the best out of the tools you're given. This is a skill. Playing optimally won't guarantee that you will win but it will guarantee that you will usually come out on top. MTG draft pros regularly end up in the top 16 in events with hundreds of drafters. If it was mostly luck this wouldn't be the case.
The virtue of having lots and lots of different elements, even if not all of them are balanced, is that the puzzle keeps shifting. It takes many, many drafts to "get" a set and even then you keep running into new situations you haven't seen before. This is not true for most games that do not rely on some form of procedural generation.
Leo Ortiz
alright thanks, gonna do the do same, hopefully it cuts down the filesize to something I can upload.
Julian Campbell
the first time around i was kinda waiting for "desperation mode" to end but i was wrong it was actually a shielded phase,i am retarded
>That area is a bit too safe for the second phase i agree phase 2 needs to be harder because phase 3 you just need 10-15 health to abuse invincibility frames and spam attacks
Chase Russell
Has anyone tried Panda3D yet? How is it?
Charles Nguyen
no fuck YOU leather-man
Ryder Phillips
Make sure you delete anything you're not using, maybe you're even better off copying your project and deleting stuff you're not using on your demo map. Delete all the other maps too. UE is fucking stupid and it pack everything in the project, even though it's not supposed to.
Nicholas Cruz
>i thought that attacking was automatic Playing it again, I'm not sure now. Here is my experience.
Connor Edwards
Water Physics OR Water and Lava insta death pits
For a pixel platformer.
John Campbell
>The challenge is making the best out of the tools you're given. This is a skill. Of course it's skill. Doesn't change that there is still a shitton of luck involved. And rogue-like games are boring casual shit anyway. There is no challenge about them.
Samuel Nelson
Phase 3 is meant to be a last chance for the boss. At 5 health, it's scary despite how simple it is. If at 15 health as you said though it makes you feel empowered. Phase 2 is suppose to mess you up if you aren't careful. A lot of people playing the demo where finding it difficult, so I think I hit the right spot in terms of difficulty amp.
Joseph Ross
you also have to stop moving because i coded movement into ending the attack state
maybe i should rethink that
Hunter Phillips
>that walk "animation" >that graphics for everything jeeeeeeeeeeeeeeeeeezus
Evan Collins
Neat! I just figured I messed up and was spawning a bit more enemies in the beginning that it should had for the demo, hope it wasn't much of a problem.
Jaxson Rodriguez
Water physics so you can have a couple of underwater levels
But lava should be instant death
Dominic Morris
what's wrong with the graphics...
Liam Hall
>you also have to stop moving because i coded movement into ending the attack state A fleeing enemy would be impossible to attack then It's actually fun aside from the combat. I don't notice the animations while playing.
James Jones
I fixed the crash bugs (probably) and the boss making its arms disappear. Going to have to figure out the keyboard input bugs later.
Ryder Foster
Good Night, Knight review is posted! Man, I suck at this game.
youtu.be/rvFQC2FBOcE
Robert Powell
>A fleeing enemy would be impossible to attack then they don't flee >It's actually fun aside from the combat. I don't notice the animations while playing. there's gameplay apart from the combat?
Grayson Edwards
>Of course it's skill. Doesn't change that there is still a shitton of luck involved. An incredibly deep system can have an incredible amount of luck involved in it. War, the stock market, politics..
>And rogue-like games are boring casual shit anyway. There is no challenge about them. That depends on the roguelike. There are plenty of games which take countless tries to get through which good players can get through almost every time.
Eli Foster
>there's gameplay apart from the combat? Yes. Walking to an objective marker, reading text, then repeating is a basic gameplay loop. The visuals and atmosphere are enjoyable which made the demo into a positive experience imo.
Jayden Hall
>muh rng Just fuck off. RnG is lazy design, nothing else.
Dominic Watson
RNG is what makes games deep.
Christian Morris
What con should I choose to shill my game at?
Julian Robinson
Random factors can add depth by presenting you with varying challenges.
Gabriel Myers
anthrocon
Jaxon Robinson
Yes, if you only use them rarely. But designing whole stages with rng can only suck.
Xavier Butler
>maybe you're even better off copying your project and deleting stuff you're not using on your demo map. I'm fine, there's just one child class I don't use on the demo that's "useful" for later on. The rest is useless garbage so it'll help cleaning up the project too. Your game is probably the first I'll try by the way, the animations are goofy as fuck but the rest of it looks interesting.
That depends on how you use them. Board games have been using random generation for ages. Settlers of Catan's board is randomly generated every time and that's what makes it work. Dominion is varied because each match presents you with a different set of kingdoms.
Owen Scott
>mfw that user with the mecha/blue-haired-pilot-girl/metroidvania game is nowhere to be seen
I hope he did not give up.
Carter Clark
>That depends on how you use them. No, it does not depend how you use them. It will end up being boring casual shit for brainless retards.
Robert Williams
That user is dead send your hope to me instead please
Jackson Mitchell
The one in your country which you can afford
Jason Thomas
he said his game is unfun, so he changed the game into an 8-bit super metroid with a 3-cell tall player character and he was never heard from since twitter is dead too
Eli Rivera
nice seasons past uses a d20 system to determine enemy hit chance, measured against player AC
player attacks aren't randomised
Jonathan Barnes
Are all deckbuilding games casual games for "brainlets"? Puerto Rico? Twilight Imperium? Poker? Istanbul? Terra Mystica? Archipelago? Suburbia?
Frankly you're just showing that you don't know a lot of games.
Kayden Miller
It's gambling nothing else. Leave the real games to the big boys.
Jace Martinez
>I'm just pretending to be retarded xd
Lucas Clark
Some sounds are ear piercing, mainly the weapon switching and entering the main menu The practice should give the option to explain controls It would be nice to have the option to double-tap to dodge, the shift key is awkward but I eventually got used to it The music is pretty good (is this original?) The dodge mechanic really shines in the boss fight The boss' mega-laser isn't actually telegraphed well, despite the shrinking circle. It would look a lot nicer to have a tiny laser to go down and there should also be some indication of the size of the laser.
Ayden Perez
Ugh. Go away insaneposter, please.
Aiden Lewis
>yes hello, of course playing poker takes as much skills as playing chess, and not just largely revolving around fucking luck
Daniel Cruz
Heh, man I got to get through my head that the beginning has do be easier.
You actually won't have to get the camo in the beginning every time, resting on tents will save the obtained items so that's a once per campaign affair, not once per run. I'll try making stealth as optional as possible, especially in the beginning. And yeah I was questioning if I should even leave that terrible main menu song in for the demo, it was just me messing around mashing buttons on LMMS. The skeletons are the enemy version of the main menu music, they won't work like that at all and are way too unforgiving.
Thanks a lot for the review, appreciate the feedback!
Matthew Bennett
>Stayed up twice in this week for 40-50 hours because I was so focused on writing code.
Is this a symptom of autism?
Chase Harris
>as much I'd say more.
Aaron Walker
>
Asher Foster
>dot rar Do dot Zip user otherwise people that use the itch.io plataform will not be able to download your game
Julian Thomas
Do a 2d xcom game with body part damage
Luis Davis
all of then
Benjamin Torres
Participate in an indie cup.
Adam Scott
>Some sounds are ear piercing, mainly the weapon switching and entering the main menu Yeah I should make the volume configurable >The practice should give the option to explain controls I totally wanted to make an info screen that explains all the stuff, but didn't get to it in time. >It would be nice to have the option to double-tap to dodge, the shift key is awkward but I eventually got used to it You could also use WASD and then dash with L, but you're not wrong. I plan to add reconfigurable keys anyway. About the double tap to dodge...hmm I don't know, I never liked it in games, it feels too unreliable and cumbersome at times, but I'll keep it in mind. >The music is pretty good (is this original?) Sadly no, it's from a game called Axelay, but slightly sped up. The name pops also pops up at the start of the level. >The dodge mechanic really shines in the boss fight. Indeed, I plan to design the bigger enemies around the mechanics. You can also forward dash into small enemy's bullets as they come out to absorb them and kill the enemy at almost the same time. >The boss' mega-laser isn't actually telegraphed well, despite the shrinking circle. >It would look a lot nicer to have a tiny laser to go down and there should also be some indication of the size of the laser. I know, actually I wanted to do just that and also add a proper sound as well, but I was quite tired and my previous procrastinating caught up with me.
Thank you very much user for taking the time to play it and write this out, I hope you had fun.
Xavier Roberts
brazileirobr.itch.io/feras
Demo is out.
James Harris
i'm glad you changed the title, "pong rpg" in all your filenames triggered me, it's not pong nor rpg
Parker Hernandez
it is slowing taking shape.
Liam King
Neat, do you have a blog? I remember your username from tumblr, but there are no posts. Dashing feels good. There is little feedback when you deal and receive damage though. Continue doesn't give you enough invincibility, you can spawn straight into another attack. Could have in-game explained controls. It's straightforward and fun though.
Onto other feedback Ghost Knight Victis - I can see some regression. Enemies have a ton of health. FPS occasionally dips so hard, it teleports me and enemy around the map. I also managed to break an enemy, so that I could push him around and he wouldn't attack. Coal - Oh boy, where do I start. Crashes instantly on Intel, but works on Nvidia. Even max mouse sensitivity is not enough. Movement and camera feels jerky despite consistent 60fps, hard to put my finger on what's wrong. I fell through map while trying to strafe jump. Enemy death animation is too sluggish, which makes it not satisfying. Good Night Knight - Maps don't seem adjusted for stealth, and randomization makes it even worse. Skeletons have the same attack as player, but apperently no stamina limit. I probably don't know how to play this game properly except for dashing my way to next door. Light Spirit - Pretty good, I ended up cheesing the boss though. Placeholder Title - Great moveset, and great bossfight. Laughed at dummy crash. Wouldn't one dash button be enough though? Interface is inconsistent, sometimes required mouse, sometimes keyboard. Wasteland Rampage - I still like it, though I wish it had more of moment-to-moment difficulty instead of lingering chip damage. Mobility is so low that I would rather spam heavy attack than move around the horde to search for an opening. Khryse - I would like to test it more, but my rig is too terrible for this. Devil Engine - I swear it gets harder with each demo. It's neat that tutorial is now interactable. Is there any way to repeat it though?