Posts

I'm In! 1

sebastianscaini • 6 years ago on 3rd Alakajam! 

Look it's my "I'm In!" post. Anyways, I'm looking forward to jamming with all of you again. Bring it on!

If you want a sneak peek at what I'll be making (once the jam starts) you can follow me on Twitter to see progress updates and GIFs.

I'm in! 0

toasty • 6 years ago on 3rd Alakajam! 

Count me in! I'm teaming up with @dollarone and possibly others. We're currently looking for a pixel miner and a sound crafter in case you're interested! :D

I'm in as well! 1

NiciusB • 6 years ago on 3rd Alakajam! 

I hope to be able to join for the third time!!
Even if my games weren't too good the last two alakajams, I hope to have learned enough to make something better this time!

In! Gotta keep up my streak :) 2

thomastc • 6 years ago on 3rd Alakajam! 

Got the weekend schedule all cleared.

Last time was my first game using Godot, and it was a good experience so I'll probably use Godot again.

Other tooling: Inkscape? Gimp? Krita? jfxr? Audacity? Tiled? Whatever it takes, I suppose.

Thrainsa! Wan! We blast off at the speed of light! 4

Wan • 6 years ago on 3rd Alakajam! 

With @thrainsa we are going to join our forces once again! Here's our past Alakajam! entries:

1st Alakajam! 2nd Alakajam
Theme: Alchemy Theme: You can't see everything


Philosopher's Strike

(4th place overall)


Sword of Sight

(3rd place overall)

We're going for Unity (C#) as usual. I'll be using, again as usual, Reason & Photoshop for music and art respectively, plus Blender if we end up making a 3D game.

Not sure what we'll want to make this time, but hopefully something not too ambitious so we can have enough time for contents & polish. Maybe an MMORPG.

In! 0

dollarone • 6 years ago on 3rd Alakajam! 

Well I am definitely in! Might try joining forces and do a team game this time…. or just solo it? hmm

Building Buildings Released 2

HuvaaKoodia • 6 years ago on 3rd Alakajam! 

My second project as an independent interactive-digital-media developer is out and has been for a week.

Try the demo here!

Haven't been able to take part in Kajams due to work, work, work. The Artificial Intelligence one would have been fun, but alas. At least I had time to play through the entries now.

Looking forward to the 3rd Alakajam! Not skipping it for any reason.

Disappainted & Spike Tips 1

DaFluffyPotato • 6 years ago on 1st AKJ Tournament 

I made a guideline image using the easel and background so I could tell where to draw in the game. Also, if you look hard enough, you can see the lines from any color. My 77% was the second of 2 tries after I made the guideline image. ^-^

Spike was probably my favorite game to play for the tournament. At first it seemed like luck, but eventually you figure out there are some rules to the map gen (or possibly hand made maps?).

First off, there's the obvious tip of figuring out where the walls are so you don't hit them from two sides.

Starting with this:

You can already tell where two blocks are, which leaves only one path through:

One of the "rules" I was talking about was the fact that (I don't think) the end is ever in a straight line from the starting point. I don't think I've ever seen a case where there was only one turn either.

You may be tempted to do this:

But going off of the previously stated rule, you can assume those routes are blocked, which leaves only a few paths:

Now let's take an example of another level. In this level, you start 2 blocks away from the spawn. Since it would only take two turns (not counting turning on the starting point) to get the the end, we can assume there are blocks there. Typically (not always the case), the levels don't make you walk through the entire area, so two paths are immediately obvious here:

Which as you can see, one of the paths I assumed was correct and led to the end without any deaths:

One more rule I'd like to point out is that the pathways are never 2 tiles wide. Which can help you guess even more block locations/likely paths farther on.

The "rules" for Spike are only coming from my experiences, so they may not be true. However, the "rules" still seem to be accurate, so they definitely helped me get a good score. :D

Lollipop Ninja (& Disappainted) tips 6

Wan • 6 years ago on 1st AKJ Tournament 

Lollipop Ninja is probably the hardest game to post a score on, as it seems to take around 30' for most people to beat the first time. After finishing it twice I finally feel like I have the hang of it. So, a couple tips:

  • The cooldown for Smoke bombs is super low, so use them A LOT. Since they can both be used on enemies and on yourself, you can basically advance through levels hiding behind smoke. The more confident you'll get, the less you'll have to use that.

  • Going invisible is mostly useful to advance tricky sections with lots of jumps/wall jumps, until you can finally reach either a safe spot, or a flat place to hide behind smoke again. The cooldown is quite high here, so if you run into trouble try to hide in smoke waiting for the skill to ready. Again, with more confidence you'll realize some enemies can be passed without using the skill at all, by just rushing through.

  • Sometimes it's hard to figure out where to go next, leading you to get lost a bit or end up in a hole. Some guy did a video speedrun of the game, so if you're getting too frustrated with the trial and error feel free to check that.

  • The very final jump of the game requires a specific wall jump technique. It took me a lot of practice so just smoke the guy below the jump before each attempt and you'll be able to try for as long as you need. Basically the idea is to hold Left after the ninja has jumped, and then immediately switch to Right to reach the opposite wall. Again when at the right wall, keep holding Right when you jump, then immediately switch to Left. After a couple back and forths you'll be on that sweet lollipop.

EDIT: Some more tips courtesy of @Raindrinker

  • You can walljump on top of a non-smoked enemy for a looong time because the sight line collides with the wall or something.
  • Also vertical shafts are super safe, so waiting there for your invisibility cooldown to restore is quite useful.
  • Going invisible resets your alert rate, so sometimes just running towards an enemy and pressing the skill in the last moment possible is enought to escape his gaze.

Bonus: On Disappainted, use white paint to leave a slightly visible mark on the canvas. It can help you put down the contour of your drawing before you fill it with actual paint.

Prison Breakpoint: neck and neck 0

toasty • 6 years ago on 4th Kajam entry  Prison Breakpoint

There's just an hour left to vote! If you haven't already voted, you really should. If you have, though, why not try to improve your score on Prison Breakpoint? :D

To get you motivated, here are the top 5 scores for each level so far ;)

Level 1

Player Score
Wan 100
Thomas 100
Rain 100
vede 100
kdrnic 100

Level 2

Player Score
Bubba 100
Wan 98
vede 98
Thomas 96
Ferri 96

Level 3

Player Score
Bubba 100
Thomas 97
Wan 96
vede 93
Aurel 82

Level 4

Player Score
Wan 215
Thomas 210
Ferri 206
vede 192
Bubba 142

Level 5

Player Score
Wan 100
Bubba 100
Ferri 99
Thomas 94
vede 92

Level 6

Player Score
Bubba 139
Wan 138
Thomas 134

Level 7

Player Score
Wan 200
Thomas 186
Bubba 144