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A member registered Jan 30, 2019 · View creator page →

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This is like balatro but better

That's a really good time already! The next step would be to turn around after the second jump and do the lava stream jump.

(1 edit)

Hey thanks for your comment! I can open up the workflow a bit here. First of all, we had a team of 3 veteran jammers (one programmer, one artist and one generalist), which meant we spent the whole time working on meaningful content instead of having to learn new things or debug etc.


The main things that make this look are the low-poly models with clunky animations, crispy pixelated textures and most importantly low resolution rendering and a color reduction shader with a dithering effect. The characters are quite crudely modeled, hand-painted and animated in blender and the textures are downscaled for that pixelated look. No need to model or animate too well since the low quality just adds to the charm.

While pretty much all other art is fully created by us during the jam, the terrain and lava textures are just free online textures that we adjusted to fit the style. This meant lowering the resolution, reducing the number of colors and making the colors more vibrant and less realistic for that goofy cartoony style.

And to be honest, that's pretty much it. The main idea is just to make everything look less realistic and more crappy and low quality. You need to be consistent with it though, because any high-quality asset will easily break the immersion. The rest is just about general eye for design, lighting and composition really.

I hope this explanation helps!

This is a great game with a surprising amount of content! I love the mega crunchy pixelated visuals and the voice acting. The depressing atmosphere is definitely there!

A really cool take on the theme and the art style and UI are great too! Too bad the mutation system is trivialized by the crazy amount of points, otherwise it could be very fun to play.

Really nice take on the theme! I liked the artwork and music a lot. My poor brain had difficulties comprehending the gameplay, but it was fun anyways.

I really like the cutscenes and that there's a proper ending too! It's a bit easy but that's fine for a jam game.

Yea we considered having the particles in the menu screen, but then the game would lag in the beginning and that felt weird too. Maybe we could have had a loading screen type of thing for it though.

Thank youu! I'm super proud of the sound design, though most people don't pay much attention to it.

Yea the game is gameplay-wise very loosely tied to the theme, but there are multiple other connections to the theme as kallohtori said. Also we thought that speedrunning itself is a very loopy genre, as you repeat the same level over and over again.

Pretty simple but I really like the old-school aesthetic!

This game is insane and I love it! I really enjoy the random lines the people yell, and the overall vibe is nice and creepy. Great job!

All is meat!

All is well!

Maybe I just like mindless violence, but I really enjoyed shooting some cows with a pistol. The art is also cute and lassoing is fun. Simple and enjoyable, great job!

This is a fun little game! I really like the artwork and the gameplay is solid too.

A cool take on the theme and the gameplay is pretty solid too. I like the bullet hell parts and placing new pieces, though the game could use some juice and game feel improvements. Good for a jam game though!

This is great! The progression and pacing is good and I really like the ASCII aesthetic and how different things are visualized.

Not like thisss!

The pixel art is amazing, I love the saturated colors and juicy objects! Took me a while to realize I can hit myself though.
Anyways, great job, this is the kind of stuff I love to see in game jams!

Holy shoot! Your friend is the master of beating meat! Congrats!!

Metal is always hard.

One of the most impactful ones involving going a backward a bit after another skip.

The gameplay is solid and the idea is good and well executed. The graphics are simple but nice. After getting the double jump I could pretty consistently get to around 6 seconds by skipping through the middle, which made the other upgrades quite redundant. 

Thanks! To get that time you'll have to utilize all the possible skips using the explosive enemies. There are quite many of these kind of skips and you have to be creative to figure out the optimal way.

I'm impressed with how many different mechanics you managed to include! The gameplay is fun, though a bit too simple and slow to my taste.

Great game! I really like the idea and the execution is good too! The animations are smooth and hitting the enemy feels strong and impactful. I wish the punch wasn't so delayed, but otherwise great job!

83 enemy voicelines in total!

Hey, due to how Godot engine works, the shaders compile when the particles first appear, causing massive lag. But after the effects have run once, they should perform much better.

The main mechanic is chain-punching through enemies to move fast and cross pits.

Let's forget the hamster incident okay?

I heard it's being published by EA so I wouldn't have my hopes up.

I'm sure someone still has the CDs somewhere

Haha my personal favorite part of the whole game are the enemy voice lines. There are 83 different lines in total, and it's so satisfying to crush your enemies in the middle of their speech.

The craziest part is that we made this in 60 hours instead of 96 hours.

What do you mean??

 I vividly remember getting both in cereal boxes back in the day

Hey, you are in luck because the source code is publicly available on github: https://github.com/Hannula/Depths-LD-57

I made the game in 48 hours so the code is far from great, but I hope you'll find it useful nonetheless.

Awesome! I'm glad they were useful and congratulations for making a game!

Hey, are these assets AI generated?

Thanks, I'm glad you liked it! I have wanted to make a game like this for a long time and this jam gave me the perfect opportunity

What kind of things would you like to see added?

Thanks, I'm happy to hear you liked it! I could make a small post-jam patch someday, and fix that crash.

Very good

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Thanks! Actually the tracks use a super super simple trick. I didn't have time to think about a good solution, so I simply used a bad one: 

Create a new object with a brown 4 wheels sprite under the car every frame. Each track object is then slowly faded out and destroyed. Not very good for performance, but it looks decent and took less than 10 minutes to implement, so perfect for a jam game!