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Et Al Games

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A member registered Apr 22, 2019 · View creator page →

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I really like the flavor-text first. I had to restart a couple times cause it seemed I got into a stuck state involving the tavern keeper where the card would be outside any of the slots, but I couldn’t seem to click/target anything or get it to move.

This is great, love the animation work and the dive.

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Yeah I think you’re probably right about the enemies, I’m sure there are exploits in at least a handful of levels. Initially the game was gonna be more tactics-combat flavored but drifted towards stricter puzzles. Wrangling enemy behavior for that was definitely the most involved bit of programming.

I think the only thing I drew was the tree, the rest was done by the two amazing artists Alan Lujano and Ethan Le

Reminds me of something off of UFO 50. I played FF7 Remake recently and my kid really the bike sequence so we’ll be playing this together!

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I love TBW! Goal of this level is stop the goons from crossing the laser and locking the door (which you can do pretty much same way you stunned em already, just earlier). Tho since the laser doesn’t seem to be drawn in that level must be a rendering bug! You can always skip a level with ]

Really like the control scheme.

Ah I added a skip-level button in the menu exactly for this reason but I only tell the player about it on the next level! Yeah actually the comic panels was an idea we were going to do but alas, only two weeks. Arranger uses that idea to great effect, maybe we’ll revive it for next jam!

Such a great use of public domain! I’m gonna check out that movie now

Glad you took notes, that’s exactly the vibe I was going for!

Aw well pushed one last desperate update to the shader. Sorry to spam! :)

Really lovely visuals!

ah sorry to hear that, thanks for letting me know. I just pushed another update, fingers crossed!

Thanks for that! I uploaded a new build which hopefully solves the issue for you. I think I may have done something silly to anti-alias which breaks on older GPUs

Oh sorry to hear that. Would you mind sharing what GPU you’ve got? A screenshot would also be very appreciated if it’s not to much trouble. Sounds like I’ve got an issue with the text rendering.

No third map zoom, but I would’ve if there was more time :)

I’m glad I added a save system cause I realized no one’s (me!) is finishing it in one sitting

It’s neat how the movement got me thinking step by step. Also pretty intuitive. Core idea of knocking lil baby glube outta harm is great. Loved the horns!

Body: farting. Mind: upgrade farting.

That may be in the cards!

Cool shaders! The lil eyeball guys can get so close it’s very hard to notice that they’re even there dealing damage. Took me a couple tries to realize that the axes have to hit the ground to deal damage.

“No pot!”

Yeah I wanna think about a nice way to handle that. Cause I kinda like having a constraint on the number of lines, but UI breaking isn’t great end-game content :)

So much style, very pleasant.

Really loved this. Cozy hometown vibe and wonderful guys. I could really get into more of this, a lot of neat opportunities for making the starting-town the whole sandbox.

Love the music and the idea of going thru a dream museum, super neat.

ah maybe I’ll try fixing that when I add controller support. Would be nice to play on the deck

Second tree! I like how it requires pruning it a bit to try to get at the shape that you want, or rotating branches around. It’s neat.

This is real interesting. I’ve experimented with some similar stuff and I think this implementation is really cool

Glad you had that experience, exactly what I was going for!

You know I love it. Definitely gives me some ideas for more interactions. Kid could learn colors + color combining + genes + possum.

The picture was a very powerful moment.

This game has so much body. Reminded me how much I love Floor Kids

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This is the same codebase I used for Changes. Before/during Changes I was doing a first person game so a lot of this code is from those days (asset system, skeletal animations). The new tech was mostly on the physics, prefab, and editor side. 

C++--

Welcome to Costco I love you.

Really dig the attack patterns on the boss!

Really dig the attack patterns on the boss!

Really dig the attack patterns on the boss!

Some of them will only leave if you start a fight with them (or another NPC does). Might also be a bug!

Yes! glad that a few people have figured that one out. The look is achieved with a simple toon-shader and buggy shadow mapping!