Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SnepShark

244
Posts
8
Topics
640
Followers
96
Following
A member registered May 18, 2019 · View creator page →

Creator of

Recent community posts

(3 edits)

This project has been on the back burner for me for a bit so I still haven't finished writing up the manual, but in the meantime here's a list of a few example mappings with explanations, and a Google Sheets workbook with most of the complete mappings I've made for the deck. Those should give you some ideas of ways to use some the different game systems on the cards!

One note: the various symbols in the lower left corner of v1.3 don't have any mappings in those lists because I'm strongly considering removing them in the upcoming version. They were meant for games with odd distributions that don't really match any of the other ones, or for using it in a way that's kinda like the modifier deck/fudge dice/chaos bag from Gloomhaven/FATE/Arkham Horror: The Card Game. The issue is that I just haven't found many games that work well with it, unfortunately. Condottiere is pretty much the only one I've found that simultaneously only needs a few extra pieces beyond the deck (if you are already bringing the rest of the parts for Gloomhaven/AH:TCG, you're not saving any space by bringing this deck, haha) and doesn't map similarly well onto other parts of the cards.

Edit: One more note: The mappings listed there, while compatible with v1.3 for the most part, are intended for the upcoming version of the cards. Mappings that use the domino faces use different cards than they would in v1.3 due to the fact that I've moved all dominoes with a lower face of zero to the end of the deck to allow for easier sorting when playing games that use a triangular distribution deck.

Just in case: If you get into a situation like that, you can press R to reset the current room.

I wrote up a walkthrough further down in the comments, but there isn't much of an ending beyond the feeling of accomplishment from completing the final puzzle.

I wrote up a walkthrough for the final level further down in the comments: https://itch.io/post/12605686

(3 edits)

The biggest factor that's probably setting you back is that CE defaults to looking for 4 byte values, while GameMaker games tend to use doubles. (For GameMaker games in general, it's usually helpful to go to edit -> settings -> scan settings -> and tick the "all type contains..." double + 8 bytes so you can scan for both at the same time with "all," but just searching for a double works here)

Starting the game, scanning for a double with value 0, grabbing the first treasure, scanning for any that have updated to value 1, and grabbing the second treasure + scanning for 2 should narrow it down enough that you can try changing values and backtracking to the chest. You can grab the third treasure while backtracking if you're careful about avoiding the water droplets/vines to be totally sure, too!

(1 edit)

I haven't done it legitimately so I may have missed something, but I used Cheat Engine to set my treasures to 12 and open the chest at the beginning in order to see what happens. There's a rainbow-y version of the treasure inside, which increases your treasure count to 13 and teleports you to the final room.

If you've beaten the game without collecting everything and it didn't unlock the gallery, then it unlocks that as well. (I've only beaten the game on the save where I cheated in the treasures) It's a small environment meant to let you experiment with the different enemy interactions. The only one that I think you'd be likely to miss in normal gameplay would be the one where a mothgirl that's carrying you gets grabbed by vines, and only because you'd usually fall a long distance in any room where that's possible.

(And if you're just missing one treasure, the one I found that I think would be the easiest to miss would be the one you get by backtracking a couple screens from the first place you can become a mothgirl and flying beyond the top of the screen once outside the mountain)

(1 edit)
  1. Starting from below the heart area, turn into a moth.
  2. Traverse the narrow dripping tunnel to the right by timing your movements.
  3. Go into the area with an ant and a meat block (by flying up the left passage, dodging the two falling droplets, lay an egg to get rid of the block, then circle back to this location from the start.
  4. This time, avoid the ant, flying up to the next level above that one through the gap you just opened.
  5. Turn into a human with the ant on your right hand side, so that it can knock you across the room through the two waterfalls.
  6. Be prepared to dodge the ants below you by jumping! The second one will reset you back to step 4 if it hits you.
  7. Turn into a moth, then fly up to the chamber with an ant and a meat block, and lay an egg.
  8. Return to the area below the heart, and fly to the upper right corner of the room once in moth form, flying through the waterfall and returning to human form. Bump the ant off of the raised platform (this is easiest from below), and let it knock you back across the room in human form.
  9. Destroy the vines, get eggnant, and dodge the last water droplet. (Remember that you can hold down to speed up your descent.)
  10. Destroy the large meat block in the center of the room.
  11. Return to human form, and hit the heart with your sword three times to collect it.
(1 edit)

Ah, the question that's being asked by the game is "what position would these two dials be in if they were each incremented 1300 times," rather than "how many full rotations of each dial would add up to 1300?"

In this case, the answer would be

  • Dial 1 (0-3): 1300 % 4 = 0
  • Dial 2 (0-5): 1300 % 6 = 4
(2 edits)

You can enable the sound effects in the options menu. They default to being muted in the original jam release of the game, but they add a ton to the experience

The bad ending voice clip is a super fun pick, haha

This looks great, would you prefer if I bought it over here, or waited until the Steam release is out so that I can contribute to pushing you over the 10 review threshold?

How complete would you say this is? I write little reviews/summaries of transformation-themed games here on Itch, and I try to make a note of how far along a game's development is in them.

This feels like a pretty complete jam-scoped experience but it's labeled as an alpha, so I'm mostly just wondering if you're planning on expanding it/using this to test ideas for a separate game/etc.

(1 edit)

Is there any chance you could upload a desktop version? The browser version never gets past the initial Unity loading screen on my end, unfortunately.

The atmosphere here is pretty neat!

I'm not doing one this time, but I'd love to try my hooves at TF board and card games sometime soon. I typed ups some rules for a TF-themed trick-taker recently, but I kinda need to actually test it out to see how it plays, on top of making/commissioning (/asking permission to use?) some card art, haha

I highly recommend Sugarcube in particular! I generally find its syntax more intuitive than the others I've tried, and it's very flexible.

I really like this tutorial series, personally! It's pretty short, and gets you to a very good place for making a variety of games in Twine, starting from CYOA-style games and progressing towards much more complex text adventures.

I'll likely be doing some GDScript and Twine (Sugarcube) stuff to help other folks out, but anything I'm taking the lead on will be in Unity with C#.

(1 edit)

I have have had deer on the mind to an extreme degree for the past few weeks and my next project will definitely be focused on transformation (for this upcoming game jam!), but I don't think it'll be directly connected to this one. Maybe I need to give this concept another go sometime though!

I'll probably be asking around about what teams are forming before making any firm commitments, but I think collaborating with folks sounds fun!

I'm SnepShark on discord, and I have very broad taste for TF and experience in

hell yeah!!! These were real all right!!!

(1 edit)

My reply is four years late, but ompuco posted a tutorial for achieving a large part of this effect here! https://ompuco.wordpress.com/2018/03/21/9/

5 months late, but if you bought the game (note: meaning that it was bought on its own, megabundles don't include keys), you can access the key by going to the download page (click "download" in the banner at the very top, or go to the game from your itch library, and click "claim steam key")

Thanks, I'm glad you enjoyed it! I'm probably mostly done with this one for now, but you're definitely right that there's plenty I could do to make it better in the future!

(2 edits)

Glad you enjoyed it despite the frustration! I'm sure you can handle the rest though, the two puzzles at the start are easily the hardest part (which comes as a result of the fact that the original version of the game was made as a school project, and the graders needed to see the more complex rooms early in the game, haha)

(moving my other comment to the end of the thread):

There's a few other ways to get the solution to that puzzle! (Alternatively, the math-y puzzle that's the other direction from the entrance leads to the same location!)

In total, there are seven distinct correct solutions to get past the puzzles, though I'm not sure if the walkthrough has all of them listed. (If you haven't tried guessing incorrectly in both of them a few times, I suggest trying that, as they provide hints!)

You can (encoded with rot13.com, paste this there to see the solutions):

  • Uvtuyvtug gur "vaivfvoyr vax" ng gur obggbz bs gur cntr gung gur punenpgre uvagf ng, nyybjvat lbh gb ernq gur anzr. (Uvggvat PGEY-N vf na rnfl jnl gb svaq vg, ohg lbhe zbhfr jbexf gbb!)
  • Erpbtavmr gur "Ehzcyrfgvygfxva" snvel gnyr naq chg gbtrgure gung lbh arrq gb glcr uvf anzr onpxjneqf, yvxr va gur tnzr Xvat'f Dhrfg.
  • Erpbtavmr gur Xvat'f Dhrfg ersrerapr, naq ragre gur zvfcryyrq anzr hfrq va gung tnzr.
  • Gur cerivbhf gjb zrgubqf nyfb jbex vs lbh hfr n "onpxjneqf nycunorg" vafgrnq bs syvccvat gur jbeq, jvgu n=m, o=l, p=k, rgp.
  • Fbyir gur zngu chmmyr, ol rvgure hfvat zbqhyb be qenjvat vg bhg ba cncre.
  • Gel gur zngu chmmyr n srj gvzrf. Lbhe punenpgre jvyy oehgr sbepr gur fbyhgvba nsgre lbh trg vg jebat n pbhcyr gvzrf.

A small suggestion: If you tick the Windows/Mac checkboxes next to the different versions of the game on your dashboard, players will be able to manage their installations of the game with the Itch.io desktop app, which makes installing/uninstalling/getting updates a bit easier!

(1 edit)

In order for the Itch.io desktop app to know how to manage the game's files you need to mark which operating systems the game is compatible with.

In this case, go to the dashboard, and tick the Windows checkbox next to both the demo and the full version.

(3 edits)

It's great to see a new made-for-VR TF game!

Some feedback:

  • It would be really nice to have a "Restart from ending/checkpoint/crystal" button at the end of the game. Skipping right to the part where you make the decisions which decide the ending would reduce the tedium of replaying the game for all of the endings/final forms.
  • I played on Quest 2, and I had some issues with shadows. They were rendered differently in each eye and frequently flashed in uncomfortable ways (especially when looking at the center pedestal, but also the wall the pot is sitting on). Fixing them would be ideal, but adding the ability to disable them would likely be a good enough band-aid fix if it's not impacting most players.

Congrats!!! Sounds like people are really enjoying it, and it's nice to see that your traffic/sales are holding strong a week later! The Sapphire Safari collaboration in particular seems like a great idea while both games are topping the charts.

I'm definitely looking forwards to your next project, whatever that ends up being! (I imagine you can guess which of the ideas I'm most interested in, but don't let me sway you too much, haha. They all sound good!)

Sweet, it's out, and the art came together really nicely for the final version!

(4 edits)

Here's a very unoptimized speedrun of the demo!

Some points of feedback beyond the Google Form's questions:

  • There are some really nice touches scattered throughout! Tarp physics, clear feedback when enemies are dead when their masks pop off, and the music during the credits all stand out.
  • It would be nice if the demo was labeled as being compatible with Windows in the Itch metadata so that the Itch.io desktop app could manage installations for it. (Addressed!)
  • A way to restart at the beginning of the combat trial without needing to sit through the couple of TV sequences that aren't skipped by the "skip intro" button would make it easier to try out the whole arsenal of weapons. (Addressed w/ version 2!)
  •  I'll second DancingEngie's comment on the AI and level design feeling a bit torn between aiming for very fast/slow gameplay on a first playthrough. (I'm not really able to judge whether this was addressed in v2 as I'm not coming at it with fresh eyes, but hopefully the reaction time changes help!)
(1 edit)

In my work-in-progress version, I've added a border around the bottom domino face and moved all of the dominoes with zeroes to the back of the deck, allowing you to easily filter the dominoes down to function as a triangular deck. For example, looking at the last WIP version I shared, cards 0-54 could be a 1-10 triangular deck by looking at the upper (non-bordered) domino face. This was technically possible in 1.3 as well, but it wasn't convenient enough, IMO.

Oooh, I've gotta compliment the banner ad, I really like how that turned out!

(1 edit)

Here's what Unity gave me, but I don't think I'll be able to sign or test it (both of which would require having access to a Mac on my end).

If anything in it isn't working, please tell me!

While I don't own this specific game to check, games on Itch that include Steam keys typically have a "claim steam key" button underneath all the download buttons on the downloads page.

The update is free. There should be a "You own this game" banner at the top of the page with a link to the downloads if you're logged in.

You can also access the downloads for any game you own on Itch through your library, which is located in the dropdown menu in the upper right, or through the Itch.io desktop app.

Or, hey, you could also access the downloads from the receipt you get in your email as well, but that seems a bit harder than the other options.

(5 edits)

When making this I was thinking that the answers to those would be yes, no, and no, but I was far from having a very firm idea of how those answers would actually play out in the game’s story.

Though really, if you'd prefer to imagine that she's stuck like this, or that the reindeer that was meant to be brought in would have also been anthropomorphic or something, definitely feel free, haha

(...as for a sequel, well, I was strongly considering expanding this a bit after the jam to offer a few different endings based on choices in a short exploration segment set in the barn, but I'm not sure whether people would prefer that vs moving on to another project)

(1 edit)

Thanks for spotting the "howp" typo in there!

As for why I tagged it as horror, while I know that a large portion of the people who follow me here would love to be in Anna's position, I felt like the average person clicking on this would think of her situation as something that's at least a little unsettling to be in, haha. I can totally remove the tag if you think it's misleading though!

(2 edits)

Not many! Depending on your reading speed (and how much fun you can get out of watching your avatar swivel her head around as you move the camera), it’s probably 2-4 minutes at most.

(Once the debug menu/animation viewer is finished, you might be able to add another 1-2 on top of that.)

(1 edit)

Probably not super soon, my schoolwork has been preventing me from making very fast progress on it (and while I am on break right now, I'm currently trying to use all the stuff I've learned while making Dogress to build a tiny game for 7DFPS). My plans have progressed quite a bit since I wrote this post though:

I wrote a post a while back detailing my switch to a lowpoly 3D artstyle, and I've recently made a lot of progress on making shaders for easily controllable animated transformations on 3D models. (also, if you follow my account, Itch will notify you when I'm finished!)

Congrats!

OSZAR »