Travis

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Everything posted by Travis

  1. [DevLog] Monumental Failure

    We know your real reason for posting this video was to get praise for that perfect 10! Can't blame you, good job there.
  2. Post Your Game for Playtesting and Feedback!

    Ha! We've all felt like we killed threads before. Your game looks pretty good, although I became embittered against brawlers years ago so I am probably not your target audience!
  3. I also just played Catacombs of Solaris and enjoyed it. I think. I kept playing and also am not sure why. Then I stopped and for about the next five minutes, I felt pretty... odd. Kind of felt dreamy there for a bit. What a cool thing!
  4. DISHONORED 2: MISS HONORED

    Hmmm... I had to change floors and find a specific fella to get what I needed.
  5. [RELEASE] Uwaki Hittoman

    Finally got to play this! Good story, voice acting, and art! I have yet to play any Hitman games, but that didn't really make an impact on me "getting it" I don't think. I enjoyed it all! Only issues I had were that the subs stopped showing up during anything involving the bouncer. (This is v 0.97). Also, on the Gaynor bartender part, the text says "emploree" and "though" instead of "thought" I think. Just a couple typos. Great work to the whole team!
  6. [RELEASE] Real Slyboots

    This is great! Cross-posting comment from itch: What a creative game idea! It was tricky to get the hang of, and then the levels got harder and harder. I really like this concept and it is executed perfectly on Pico-8! Great job!
  7. DISHONORED 2: MISS HONORED

    OK, the wiki I looked up said it didn't have to be specific. That is a good idea to turn the markers back on, though! I should remember that. Thanks!
  8. DISHONORED 2: MISS HONORED

    I am finally back to playing this after Wizard Jam. But I am stuck. I am still on the 3rd mission and
  9. I just played and left a comment over on itch. I really dig it! I also got an error, but I thought it was part of the experience!
  10. [Release] The House on Holland Hill

    I finally played this today and it was exceptional! I want to play it again to see if/how much impact my choices had, etc. The style you have works great, even though on paper, it sounds kind of weird. There was just enough facial expression, physical variation for me to really feel what was going on. I love the 3D models and the 2D art. Everything is well executed and I didn't run into any bugs. Amazing work for a jam!
  11. Cross-posted from itch: This is fantastic! Love the whole concept, and things are rendered so beautifully. The picture judging seems reasonable, although I felt like some things the judge wanted was out of my control (more colors, etc).
  12. [RELEASED] A Great Way To Have Fun

    I got to (what I assume is the end boss) twice and he got me. Pretty tough little game, but I like a lot of what you have here. The strange muted, electronic sounds are nice, and the increasing abilities are also cool. Think I could use a little feedback when I am hitting the enemies or something. At first I didn't think I was doing anything to them at all. Nice work, and good luck with the little one! (cross posted from itch)
  13. [RELEASE] Pizza Tonight!

    So, right now, I help my wife run a craft studio where one thing she puts on is a craft time for kids. She was collecting coloring pages of food. I was helping out a little and looking up coloring pages of pizza. I recognized one pizza pic immediately!
  14. The game has been released! Try it out! https://itch.io/jam/wizard-jam-4/rate/101895 UPDATE: Now has a Mac download available too! Hello all! This will be my second and one fourth Wizard Jam! I previously made Devil's Snuff Box (WJ2) and helped with the audio systems on The Eyes of Luigi (WJ3). For this jam, I am tackling Cool Blob Future, but definitely going to get a little help from the community. I am going to try and be better about doing a dev log this time around, so I'm starting this post a bit early. I am going to keep this sort of list-y to just get quick thoughts across and to keep me from rambling (more). Diversifiers: Mainstream Thumbs - This is how we have our title and theme! If time, will try to incorporate one or more of these: Wizard Jam Shared Cinematic Universe, Uncle Who Still Works at Nintendo, or Idol Thumbs Basic Concept: An arcade game where you have to assist an army of robots pushing hapless humans towards their inevitable absorption into the body of Cool Boss Blob. More Details: You can check out a quick concept picture here. The plan is to have the game play similar to Tapper or other classic frantic games. Somewhat similar to an old LCD or Game & Watch game in its state of flow/skillset. It won't control like an LCD game, of course. You will be controlling a small cool blob who has to squeeze into gaps in the structure to allow the robots to push their humans over the gaps. If a human falls in a gap, you are penalized, because Cool Boss Blob isn't going to willingly absorb a deceased human. There will be no jumping outside of jumping up into the gaps. To avoid oncoming robots, you will have to jump into a gap overhead, or squeeze into one below. Your score will be increased with each human that is absorbed. Team: @BadMisty - SFX @badatstuff - music @Flay - art help @Rilen - VO cool guy Thanks for reading. I can't wait to get started!
  15. [Release] Cool Blob Future

    Thanks for playing! I didn't really have time to tune some of the factors like how close the people could get to the holes... so, you are probably right that it could use some tweaking. I just got it working "enough" and moved to the next thing. Again, thanks for trying it and for the kind words!
  16. [Release] Cool Blob Future

    Glad you liked it! I need to submit a fix for a missing sound effect sometime soon. Hopefully today. Not game breaking, bug annoying.
  17. a divine exodus of snakes

    Hey @voxn! Just wanted to let you know that we are all very upset in the slack channel that you haven't been updating. Hope all is well and you are able to keep working on this!
  18. [Release] Cool Blob Future

    I just wanted to write down a few thoughts I had at the end of making this thing. Maybe this is just for me, I'm not sure. Things I Wish Were There: More levels - Originally hoped that after you got X number of people fed to the Boss Blob, you would have to move up to the top as his roiling, growing mass filled the screen and then a new level layout would be one screen up. Better level generation - To get more levels, I would have had to define the properties of the movement systems better. This is a math problem that I never solved properly, but I think I can now in hindsight. I sort of panicked about midway through the jam when I went to start setting up timing and placement of things and it was a disaster. I got it to work as well as it is with a lot of trial and error and some good old fashioned fudge factors. It seems to work well for this one level, but it is not flexible at all. Better art - I think a lot of it turned out fairly well. The fact that I had to do most of the asset creation myself really drained my time and kept me from doing other things for the game. I am satisfied with most of the art, except the guy. His animation is not the greatest. I am pretty happy with the blobs and level tiles, though. Things I am Happy About: That it works and I got done - Having Thanksgiving in the middle of this jam ended up sapping about 3 days of productivity. Apparently, Thanksgiving takes up a lot of my time and I never really noticed before. The help I had!! - The voice work, sound effects, and music I received are really awesome and add a lot to the game. I am not sure what I would have done without the help. Even getting a Big Dog sprite from Flay was a huge help! I don't think I could have designed a sprite that looked that good. Laughing at this crap - I laughed at the whole thing quite a bit the last couple of days. Will everyone else think the combination of animation, sound, and cool emotes are as funny as I do? I doubt it. That's OK, though, because I got a huge kick out of it. Also, the title screen still makes me chuckle. Stuff I did add - I don't' think anyone has played the game enough to find special stuff I added. Even if nobody finds it, I am satisfied with what I was able to add in the final day. That I don't feel the need to add more - Even though I wish I had done some other stuff, and figured out a level generation scheme, I don't think anyone will play this game enough to justify me taking the time to add in more levels, etc. I have finished games in jams before and really felt like I had more to do. I could add those features, but the little bugs and sloppy things that I had to leave in there to meet the deadline didn't seem too bad. Now I can go finish revising my previous jam game! The Idle Thumbs Community is amazing! - Everyone is very kind, encouraging, and helpful! I really relied on taking quick breaks by reading the slack channel while I was working on this, and it helped a lot. Thanks to everyone for being really supportive and helpful! I hope people enjoy what they play of my game. Thanks for letting me ramble on here to get things out of my head about this whole experience. Here are a couple of screens and things since I never posted "final" versions in this thread as it went:
  19. [RELEASE] Pizza Tonight!

    I posted this on the itch jam page, but wanted to make sure you saw it since it may be a bug? We might have done something wrong... I got a big kick out of this! Outside of the laughs, it is just well put together and cleanly presented. A very nice style to it all. I did have my wife play after I did, and there was no pizza to put in the oven at the end. Not sure what happened...
  20. That trailer looks really slick, Jon! You're doing great work on this jam!
  21. [Release] Cool Blob Future

    Thanks for playing and the input! I iterated a bit on the jumping mechanics. At first, you could only jump up into the holes, and you could press up. It felt... constrained. The way it is now feels better to me than the way I had it before, but maybe there is a different way to implement it that would feel good.
  22. [Release] Cool Blob Future

    Thanks for playing and thanks for the positive response! I will probably post what I wish had gone differently (even within the span of the jam) soon.
  23. [Release] Cool Blob Future

    Thanks for playing! It is possible, but not really by intention. I think I got that to work once, and I had to play a bunch. The intended way to avoid them is to hide in a hole... but hitting them isn't so bad all the time
  24. [Release] Cool Blob Future

    Well, I just downright ignored this devlog after a while. I am too tired to write anything notable about finishing the game at the moment, but will try to make some final notes in here at some point. The game is released, so go give it a try! Thanks to Flay, badatstuff, BadMisty, and Rilen for their contributions!