Hey there, can I join you? I’m a C++ programmer as well as an Unreal C++ programmer. I’m also a game designer too.
Discord: osamahussein0420
The movement feels too fast as if I'm playing the game at 5x speed.
Consider adding a panel whenever you have dialogue with a character in the game, this just makes your dialogue more readable to players.
I like the simple health bar design.
The world design and skybox certainly look amazing.
When I tried to move towards the cube with spinning (mini-pillars, I guess?), I got pushed to its side so I don't know if it's intended or a physics-related issue.
Overall, the game doesn't look too bad. Although, this jam excepts you to have a leaderboard system and I couldn't see one.
Neat idea to throw in the game of spawning balls on TV. The minigame was really basic because it's pretty much just spawn balls at random spots above the slots and hope your score will increase. The upgrades using coins are a nice implementation into the minigame. At one point, I kept buying "balls spawned" and I spawned hundreds of balls at the same time which was really funny.
The creativity on the use of retro TV theme was very evident and spectacular in this platformer. This game came very close to Super Mario Bros on Nintendo.
Actually, on second though I forgot I can shoot. I actually made it to the end but the game was still challenging enough to the point I struggled in some levels, particularly the boss fight one.
The itch game page design is incredible by the way. The main menu music is soothing to listen to.
The gameplay has a solid foundation to start off because of the narrative dialogue that takes place and the earthquake effect. Objects with a question mark when nearby are interactable and I can already potentially see that this game allows interaction outside of the main story, great job implementing the side dialogues/narrative.
I ran into a bug where the Feed TV button is still active even after I finished interacting with the TV and giving it some retro items.
I managed to unlock the good ending. Well done with this game.
Wow, this is incredibly awesome. I love how you have a TV interaction and an actual player interaction when you're looking at the TV.
The puzzles in the episodes were really fun and sure, I got stuck at episode 3 (the bridge one) but it didn't stop me from enjoying the playthrough.
Looking at the player across various TVs makes the level feel as if it's dynamic and captures the different areas across the entire level.
Just played it and yes the assets did take a while to load, however the game booted up for me. This is was made using Raylib (C++) and the retro levels look impressive already. I'm a C++ programmer myself and I have made a project using Raylib months ago.
Also, I ran into a bug where the dialogue took place and I was still able to move the player around. I did love the occasional comedic dialogue. Although there was no sprite animations, it's impressive that this game was even made in C++. At least I like the girl character art though, well done with that.
The game loop is really straightforward: pretty much just spawn in your room and get out to interact with tutors. Then, go to another door to organize the notes in the correct spot. At least I understand that when I put the note in the right place, there is a big green box around note knowing that I did right.
I made it to the red door where the game ended. Really nice game.
I played the game with CRT shaders on the TV and they look fantastic. The platform gameplay is very stellar and I like how you start out with a short-ranged weapon that only fires one per. As I get more abilities found in blue boxes, I notice that my weapons enhance for a short period of time. That's really neat.
Although, I did die a lot I made it to the end. The turrets were an amazing layer of challenge in a 2D platformer, and this includes those flying drones that shoot at you. The level design for all platform levels were fantastic. Great work overall.
Amazing that going through a TV switches you between the hub of levels you can unlock and the levels themselves. This is one of the neatest implementations of a retro TV I've ever played. I did encounter one problem before I managed to figure out the controls.
I went through the little portal that unlocked the first area but I fell off the map and it took a while until I respawned back at the hub. The music of the game is solid and fits within the atmosphere of the levels. The overall platforming gameplay was solid. Although when I held the jump key, the character is floating in the air for a bit which I believe doesn't look smooth.
When I reached the ship level, I was immediately in love with how the water is rising or falling. It created an extra layer of challenge for the player because not only do they have to land on objects, but wait for the water to rise just enough to even land on it without failing.
Having diamonds as collectibles to collect per level is an amazing idea. I reached the end and game is just marvelous as a whole.
I like the CRT effect that's applied on the TV and how the actual game is rendered on TV. The TV static effect looks crazy impressive.
I like how there are randomized different minigames that I could play but I feel like the pacing of those minigames were way too fast for me and I always seem to fail them in like 1 second flat. The speed of the game/objects probably need to be tuned better.
This game is really great despite me struggling with some of the minigames.
That intro cutscene was ridiculous and the ducks that just spawn on the screen everywhere almost broke my abs 😂.
Anyway onto the gameplay side of things, the storytelling was marvelous and I admired the different characters. It took me around 30 seconds to find out that I can collect the broom and clean the dirt on the floors.
I liked how when I interacted with the TV, there is a family feud show going on. Although, that appeared to be fun there was only 1 question with "1 + 1" and I only got 1 answer right out of possible 6.
I reached the end. I found it magical and hilarious since now all the aliens spawn on the screen. This game for sure is very creative and innovative with the retro TV.
Unfortunately, there's not much to this game here. The itch game page did say there were several personal issues that caused development time to be cut really short. But this game did have a solid foundation of being fun, especially when you start off getting out of your bed and exploring the home.
I couldn't find a duck in the game either and I could also go out of bounds of the home area and the huge grass that was around the home. Nice skybox though.
Hey there, I’m a C++ Programmer who also happens to code Unreal in C++. I’ve made plenty of games for previous game jams as well, here’s my itch link osamahussein.itch.io
I’m looking to use Unreal 5.6 for this jam. Are you willing to join me as I don’t have a team yet?
My discord is: osamahussein0420
I immediately loved the intro presentation and cutscene, well done in the narration department. By the way, after I opened that blockade when I climbed the ladder, the game just froze. I'll give it another round of playtest and let you know what else I found interesting or any suggestions I want to make.
2nd playtest was successful, I liked the chase scene when I climbed higher on the ladder even though I didn't know what the throw input was and the monster ate me after I got stuck at the blockade above. This game is just mwah, a chef's kiss.
I opened the game and decided to fall into the map to see what would happen and I guess I wasn't so smart because nothing happened and I had to restart the game.
I struggled to turn the camera around, I would recommend increasing the camera sensitivity or adding a setting at the top screen for me to change the camera sensitivity value.
There was also almost no interaction at all because I couldn't do anything besides walking and turning the camera. There was one text at the lift that told me it wasn't working and I need to look elsewhere.
As soon as the game booted, I was utterly in shock with the elite modelling that was done in the game and the graveyard level design. Also I reached one the gates in the graveyard and somehow died?
Wait I understand why I died, there was a person just running at me in the level 😂 . Anyways, I didn't understand where I was supposed to go and what to do next. I just kept getting spotted and killed by that person. I tried to look everywhere but I don't think I could leave the area nor interact with the environment to proceed further into the game.
I would suggest add some wayfinding signifiers to support and guide the player on where you want them to go. Perhaps place more candles like a few I found in the level to guide the player, and less candles on areas you want the player to avoid. Perhaps you could also help the player avoid the monster.
The room in first part of the game was spooky. The amount of interactions in the game at the beginning were really cool and made me want to find out more about the story. I found one hilarious glitch where the man that came in into my room, he clipped through the TV when he walked in before walking out of the room.
The room design was marvelous and so was the rain that I saw outside the home window. It's too bad this game is really short because it had the makings of a truly great game. The horrific atmosphere (e.g. flickering lights, lights brightening up in some areas, the rain outside, etc.) really got me hooked into this game.
I may have made it to the end where some person spooked me after the door opened (other door, not the bathroom door). That was fun of a jumpscare.
Nice modeling on the level design and objects, including the player character and enemies. It's difficult shooting at enemies because I can't move the camera around, only aim where the player is looking at and there's a bunch of enemies coming in at all angles. Luckily, I made it to the end by fixing the TV and clicked on the TV button to complete the level.
This game really captures this idea of the player being inside the TV and you're watching the player over the course of the playthrough. The music is very relaxing, potentially easing the player inside the TV.
The narrative is the most fascinating aspect in this game, in my opinion. Just an incredible job in coming up with the horror story in a way that makes sense what the player is trying explore, perhaps exploring that character's family history and the horrific events that happened prior to the game's current time.
I reached the end and found how the news anchor talking about watching TV at 3:33 am to be very hilarious. The TV inside the game scene's TV telling me the game ended as if I'm done watching and playing inside the TV. It really makes the game feel immersive and really interconnects with the TV theme.
This 2D platformer has a lot of varied mechanics that require the player to hold a certain amount of candy in their hand and bucket. I like how the TV is used to reset your candy held stat back to 0 so that the player can collect more candy. Apparently, running to the TV while collecting every single candy in the level completed the level.
I would make one suggestion though, sometimes aiming was very difficult since I always hit the sides of the platform and the bucket would fall to the ground. This was probably where the ground trajectory would've been useful when aiming so that I know where the bucket will land before throwing.
Other than that, level design is fantastic and the overall game design and feel. This game perfectly captured the feeling of using the TV as a way to restore your ability to collect more stuff. Well done in general.
Moving with mouse drag isn't really that intuitive when you think about it because I had to hold the mouse button and drag at the same time to move around. While this game has some amazing art, level design, top notch horror elements (e.g. the fonts on the notes, darkness, blood, music), this game probably would've been better if the movement bindings are mapped to keys as opposed to mouse hold and drag.
This game is really hard because I struggled to attack pursing pumpkins and other enemy types. I would have liked to know the key/mouse binding to shoot because there was this one playthrough I had where I was able to shoot and kill pumpkins to gain candy.
I like how the flashlight is implemented as a stun mechanic against the enemy. That makes for great game design and adds variety of approaches to defeat enemies. Also although I struggled a lot with this game, I noticed 2 TVs that I can use to upgrade my player's stats or get more ammo.
The stamina component is amazingly made and it's almost the same exact idea that our team had with our game. I would like to believe that this game is fun because it certainly has the potential to be really fun, just don't know the shooting controls or I'm just not that smart. Well done with the overall aesthetics and audio of the game.
The music is spooky but very upbeat. Well done with the animated intro cutscene, makes the game feel alive and while I get eaten by one of the creatures, I saw the writing and I gotta say, it looks marvelous.
The swimming controls feel kind of clunky as I have to press several keys just to get the swimmer to swim towards the area I want them to. I kept getting eaten by the creatures and struggled to reach the end, but oh well. I would have liked to see how you meant to connect this game with the theme of being inside a TV, perhaps.
Hey SkaL3, I’m a C++ programmer myself. I’ve worked with C++ libraries without a game engine, Unreal Engine C++ and even Supernova C++. I’m looking to use Unreal Engine 5.6 again for this jam. Would you like to join me and an audio composer. Here's my portfolio: https://osamahussein.itch.io/
Also, if you have discord look for me here: osamahussein0420. I have participated plenty of game jams myself and I've done about 9 or 10 past jams using C++ (3 of them made in Unreal C++)
If you also want to check my github, here you go: https://github.com/osamahussein2