We (as in me & my buds from uni) made a dumb little game over the weekend for this year’s GMTK Game Jam. The title is pretty self-explanatory.
https://pryzmat.itch.io/the-mech-is-on-fire
seen from United States
seen from China

seen from United States

seen from China
seen from United States
seen from United States

seen from Malaysia
seen from United States
seen from United Kingdom

seen from Türkiye

seen from Malaysia

seen from Malaysia
seen from China

seen from Malaysia
seen from China
seen from China
seen from China
seen from China

seen from China
seen from United States
We (as in me & my buds from uni) made a dumb little game over the weekend for this year’s GMTK Game Jam. The title is pretty self-explanatory.
https://pryzmat.itch.io/the-mech-is-on-fire
Spent the past weekend working furiously on art assets to help create a game in 48 hours for the GMTK Game Jam. The theme this year was 'Out Of Control', and the team I was part of designed and made a rhythm-based dating sim, Cursed Date!
Please check it out on itch.io, along with the 5500(!!) other games that were produced! (no link because of how Tumblr works, but it’s the first result if you put ‘itch.io cursed date’ into your search engine)
some work i did for my team’s entry to GMTK 2020!
our game is here if you want to check it out. our original idea involved multiple simultaneous emergencies (and minigames) across a large spaceship. @entirelybees designed the assets of each minigame, and i was in charge of painting the environments!
we pared our game down immensely during the jam so only one of these made it in, but i’m still proud and hope to do more for a post-game update
GMTK Game Jam 2020 - The Train of Pain - SOUNDS
More composery things!
I realized that I haven't really talked at all about gamedev stuff on here, so here's a very brief post about what I've been up to lately.
I participated in the GMTK Game Jam 2020, a 48-hour game jam with the theme of "out of control". For lack of better ideas, I decided to take that as "running out of the letters in the word 'control'", which would become my very unoriginally named box puzzle game Out Of Control. The game stars a lonely abandoned cat trying to escape to the outside world when her owner didn't come home, and aside from the basic box-pushing mechanics typical of this sort of game, the main gimmick is the narration text along the top of each level, with highlighted keywords serving as a move counter by graying out one letter at a time as you play.
You can play the game on itch.io.
After the jam, I started messing around with Pico-8, a fantasy 8-bit game console that runs on the Lua programming language. I'm having a ton of fun with it, and my current project is a Snake clone called Snek, which is currently on v1. 4 and being frequently updated with new features and fixes for the time being.
You can play it on the Pico-8 forums.
Please do give both games a look if you have the time - I very much enjoy getting any feedback I can on these, and would love to hear your thoughts.
GMTK Jam 2020 Wraps Up!
Alright! The GMTKJam results got revealed today, and my game got an Overall rank of 393 out of, like, 5426 entries. It's not top 100 but it's still A LOT and I'm STOKED by how much y'all liked my lil' game. Thank you very much! :D
Jam submission page
Play UNSTABLE Derpy Slimey Alien Robot (from outer space)
Oh wow! The game my friends and I made ranked in the top 0.8% (Overall) of the GMTK Game Jam 2020!
The ranking came from 48 ratings.
Sadly my game wasn’t featured in the video but nonetheless it dd well.
Game page: https://hastilyassembled.itch.io/mmc
Ranking page: https://itch.io/jam/gmtk-2020/rate/694724
GMTK2020
Joe Hedges (Assistant Programmer), Meg Hedges (Musician) and Santana Ratahi (Artist) to submit our game “Keys” to the Game Makers Toolkit 48hr gamejam.
The theme for the jam was “Out of Control”. We decided to base our idea around they keys you control the character with changing randomly.
We switched from covering the entire keyboard, to just WASD, and now in the update I will be releasing the keys just go around clockwise, as after playtesting we found this still provides enough difficulty to the player without it being overwhelming.
From the jam I really think that I will need a better structured plan so as to utilize team members more effectively. I also think it would be good to playtest whilst working on the game, as we could have toned down how difficult the end result was before submitting (which has dissuaded a few from playing).
You can download our submission here, however I will be releasing an updated version in the next couple days, which changes quite a lot of the gameplay to make it more fair.