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Hello everyone!
And welcome to a slightly late and surprisingly spooky September Game in Ten Days. This month you chose the ominous looking bottle #2 as the one you all wanted to open... well... don't say I didn't warn you...

That's right! That bottle contains liquid death, we're actually pretty lucky it wasn't gaseous death or we'd all be in trouble right now. We're already a day late getting this month's jam started so you all get started on some deathly games and i'll see if I can get this lid back on without spilling it on my hands.
# Rules
Entries that do not attempt to incorporate the chosen theme are appreciated, but not accepted for voting. You may only work on your game during the Game Development time (see above). If using an engine, try to create as many of your own assets as possible. If it is suspected that your entry was made by someone other than yourself, it will be placed under judgement and, possibly, disqualified. Using alts or inactive accounts to manipulate the competition or votes is prohibited. Vote rigging in any form will not be tolerated. Actively choosing not to vote in order to increase your own chances of winning is frowned upon and repeat offenders may have their games disqualified from that month's voting.
# Key Dates
Theme Reveal & Game Development Begins: Now!
Game Development Ends: September 13th until September 23rd (Midnight in your local timezone)
Voting Period: September 24th Until September 30th
# Prizes:
First Place: 1 Year of Kong+
Second Place: 100 Kreds
(Kong+/Kred Prizes require atleast 2 entries submitted)
As always this thread is open for everyone to discuss ideas, post their work in progress images and eventually share their entries ready for voting.
As always anyone who posts 3 seperate progress updates (on different days) in this thread will recieve a bonus point added onto their total after the votes have been tallied as we will also be voting for the "Most Creative Use of Theme" again.
Good luck! and I look forward to seeing what you all come up with.
EDIT - I also look forward to ImitationOctopus finding a way to make this month's theme banner PG-13 friendly enough to promote on social media haha.
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[Democracy is in ruins!](https://i.imgur.com/yNEPmD2.png) It's panic time again. Call the... Vote-counting department?
(While I did vote for this theme myself, I also agree it'd be very thematic for next month.)
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Ahh dammit this is what happens when I skim read in a rush so people don't panic haha. Well since we all know what this theme is now I can't really change to the other theme. I'll just have to say sorry guys I messed up the counting this time.. my bad.
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### - HONK HONK
###### - Who's there?
### - DEATH BUS DEATH BUS DEATH
### BUS DEATH BUS DEATH BUS
### DEATH BUS DEATH BUS DEATH

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Have you ever been on a bus?
You know, really been on a bus.
How it usually goes forward,
how it frequently turns, and
[how it occasionally... **Doesn't**](https://twitter.com/dashrava/status/1173013850482008067)...
[](https://twitter.com/dashrava/status/1173013850482008067)
https://twitter.com/dashrava/status/1173013850482008067 ([Mirror](https://i.imgur.com/0YG3DjT.mp4))
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Currently flirting with an idea that popped into my head once I saw the theme. Currently under the working title "Everyone Has To Die," but that might be too similar to "no-one has to die" (a good game btw), so we'll see.
Right now though, I've written down some of the basic mechanics that I plan on implementing, and I've got some cute little robots walking around a stage.
Shame they have to die. :)
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long time no see, should I give it a try? Seems like an interesting subject.
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**DEATH BUS** is now playable as a WIP. No gameplay yet, just basic mechanics.
Feedback and ideas welcome.
[](https://dashrava.itch.io/deathbus)
https://dashrava.itch.io/deathbus (Unity WebGL 2.0, requires somewhat modern hardware to run.)
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> *Originally posted by **[0rava](/forums/1021798/topics/1859790?page=1#13235900)**:*
> **DEATH BUS** is now playable as a WIP. No gameplay yet, just basic mechanics.
>
> Feedback and ideas welcome.
>
You've definitely got the start of something cool here, it just needs refinining into actual gameplay now rather than a cool little sandbox toy. The first thing I noticed is that the streets are pretty narrow and it's hard to drive the bus when it vanishes behind buildings. So i'd suggest making the streets a little wider and if possible adding a minimap in one of the corners to help navigating the city.
My suggestions:
1. Turn the city into (more of) a post apocolypse by adding some damaged buildings and a few fire effects so it looks busted up. Turn the "people" into zombies (they don't need to have much in the way of AI.. they just need to be standing up and maybe wandering around), occasionally have them sticking to the bus or exploding in a shower of gore rather than being pushed out of the way and you've basically got Katamari Damacy death style. Which sounds awesome!
2. You should also give the bus a health bar so that hitting walls, obstacles, etc deals damage to it (obviously killing zombies doesn't cause damage) and causes game over if you hit too many.
3. I'd probably tie the primary gameplay loop into scoring points by running over zombies and a secondary loop of rescuing up survivors along the way by finding and driving to their location (shown on the minimap with a "help me" sound clip when you're close enough) and they'd be waiting on the rooftops once you arrived and you just can pull up nearby for them to hop on and join your squad.
4. These Survivors could add bonuses to the bus as they get rescued/collected, like a "mechanic" could grant a small amount of passive health regen by repairing the bus over time, a "cop" survivor could shoot out of the window (free zombie kills occasionally), another survivor could help locate additional survivors to rescue (increase the spawn rate or boost the "detection" range on the minimap), etc.
And basically you'd have a neat little game about being a bus driver in the apocolypse going around killing zombies and rescuing survivor buddies to fill up your bus.
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Added destructible billboards from my GiTD entries into the city of DEATHBUS.

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Quick update now that there's.... 4 days left (aw crap).
I'm having trouble trying to make my game fun, which is never really a good thing to have to say. I'll still get *SOMETHING* in, it'll be short though. Maybe I'm wrong and you'll all think it's great, but either way, sometimes you just gotta try stuff to see what works and what doesn't.
As far as what's currently done today, again it's not really much. I've got the basic mechanics implemented, and two test levels created. Probably won't add much more mecanics-wise, it'll just be adding some sounds and menus and doing the level design. Like I said, it'll be short, but I can probably get some good 10 levels in, 15 in a stretch.
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Coming soon...
**Return from the Mountain**
A story game in the style of old timey text based RPGs
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One more quick update before submitting tomorrow:
Had a pretty busy weekend, so didn't get to do much work, but I've made some good progress this evening. Unfortunatly, I introduced a bug that was pretty hard to track down, so that took a good chunk of time to find and fix. Looking at my to-do list, it looks like all I have to do is make some more levels and some tweaks for playability. I've got 4 levels now, but one of them I'm unsure on. :) I've got a few more levels designed in my head, but I won't be able to build/test them until tomorrow after work. I gotta get some sleep now, so good night all!
Looking forward to see the other submitted games!
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# **DEATHBUS**
*Death has replaced its scythe with a bus,
and tasked it with harvesting a dead town.*
[](https://dashrava.itch.io/deathbus)
# Play! https://dashrava.itch.io/deathbus
(Unity WebGL 2.0, requires somewhat modern hardware. Keyboard only. Estimated time to beat: 6:06 min.)
#### Watch! [Playthrough Video](https://www.youtube.com/watch?v=I28Hr_mPBQQ)
----
Dev commentary:
In a huge plot twist I made a game with a bit of gameplay instead of just eye-candy.
The game turned out really juicy. I especially like how the stylistic death looks, because I didn't want to make the game as gory as one might expect from a barreling DEATHBUS. Towards the end it's pretty eerie watching all the death just float in the air.
Didn't at all plan on making *everything* destructible, but it just kind of happened.
Thought about slapping on a score system, but didn't because I don't like scores too much. Enjoy the deathly journey and whatnot instead.
Bloom. Boom.
Also apparently there are some issues on the webgl build, for instance my transparency shader doesn't work which kind of hurts.

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INCOMING TRANSMISSION. DESTROY ALL ROBOTS IN [EVERYONE HAS TO DIE.](https://www.kongregate.com/games/say892/everyone-has-to-die)
(I only ended up making 8 levels. Hope you all enjoy it somewhat. If you don't, at least it's only 8 levels and will go by quick right?)
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Here it is:
[Return from the Mountain](https://www.kongregate.com/games/Cyberspirit/return-from-the-mountain)
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