Tools used: - Unity 6.3 - Visual Studio - Blender - paint.NET - Mixcraft 10 Pro Studio (DAW)
============================================================================================== I was really hoping that each radio would correspond to an ability (double jump was going to be unlockable) but I just simply ran out of time.
As always, I ended up spending too much time on the graphics, shaders, and animations...I just end up having too much fun tinkering with everything and lose track of my scheduling a bit.
I also made this fun .png for a particle system when picking up notes and getting injured, but those also didn't make it...alas! ============================================================================================== If you like this game and want to support me, check out the game I've been working on for almost 3 years over on Steam: https://store.steampowered.com/app/3077140/Nightmare_Kitchen/
Changelog 10/20/26: Added a graphic in top left corner for menu to show people its available (many have talked about sensitivity and didn't realize it was there) 10/20/26: Attempt a fix for bloom blowout issues that people on Mac/Linux or other browsers appear to be having
I was hoping for good music/sfx when I saw the capsule image, and I was not disappointed! The use of music notes as pick up items with the boom box character was a great choice. The radio too - the whole theme felt very cohesive and it added a lot to take this beyond a generic platformer.
I did have some issues with the camera clipping walls in the first section. It would be awesome to have the ability to zoom in the camera as needed, or something else to avoid the clipping. Other than that, the controls were intuitive and responsive. Great entry!
Such a cute little 3rd person platformer :) Loved the secret hidden notes! Audio is also great (not surprisingly) but when I pressed mouse button to play music I heard nothing :(
@wormkingboo thank you very much, that is a great complement! I had some particles ready to go for picking them up but I ran out of time :( Yeah, the camera has 0 detection for obstruction haha...that second checkpoint it will just spawn you and have the camera staring at the wall. Not great...thanks for playing!
@walk thank you! I did things way out of order and was scrambling to finish the actual level for the game during witching hour lol. So that is nice to hear.
@thejackimonster Thanks for playing - and thank you for letting me know about the bloom effect glitching out. That wasn't happening to me, but I'm on chrome, so it could be browser specific i suppose. Appreciate it!
@ntmalichi Oh nice! You found tons, almost all of them! There are 83 I believe! Ah, yeah, the mouse button I wanted to have another track play from Boom Boy but instead i just had the audio transfer to coming from him spatially and playing a more bitcrushed version of the song. Its kind of subtle, probably too subtle. Oh well!
I love the level design on this one! It is great how hidden notes are positioned such that you can see them at a later point. Only wished there was a checkpoint after the third radio ๐ Also having a hard reset on death is a bit harsh for a jam game, but managed to finish my second run!
@brimstone uh oh! thanks for giving it a shot - was this on the browser version? I did notice the WASM was much slower for me (probably around 50 fps instead of the like 200 i was getting on windows)
@oadt nice to see you again, I remember you! I have to be honest, that was unintended and mostly a consequence of me extending the map upwards...glad it worked out though lol
Yeah, I wanted to have some health pickups as well but I was down to the wire on this one and didn't get to add it in :( thanks for playiing!
This was a ton of fun, nailed the n64 platformer vibes. Only critique would be the mouse orbit cam was a little aggressive, but at the same time on brand for a 64 era platformer
@grizwhirl thank you a bunch! Yes, you couldn't be more correct, the camera is not coded the best which as you said is totally on brand. I can just push the blame of my poorly coded camera to the genre and say it was on purpose... ๐
Honestly i had a bid of Clonoa vibes! Very viby entry and the jump felt so satisfying haha. Mouse rotation just a tiny bit to fast and tysm for the sound slider
@cptdrusha thank you! I noticed after I created him that it looked a bit like claptrap lol...
@dekisenpaitm thank you! I have actually never played Clonoa, but it looks awesome. There is a pause menu with a sensitivity slider if you press [ESC] ๐ but its not very obvious, and i noticed that on Web it also exits fullscreen which is a pain. Thanks for playing!
This was great! I'd love to post a YOU WIN! screen, but that requires hand-eye coordination that I just do not have. The art style was fun and it had a really consistent and fully-realised feel to it. I liked the music and sound, too. My only issue with the game is that the mouse sensitivity is really high and it would have been nice to adjust that (but I get that in a lot of games, so no big deal). Overall, great job!
a lonely boom box collecting musical notes to repair broken radios is such a charming premise, and the 90s platformer look sells it completely. the music and sfx are great, and using notes as pickups ties the whole idea together nicely. it also feels like the perfect length, it doesn't outstay its welcome. did you compose the soundtrack before building the levels, or the other way around? really fun little game.
I remember you from last LD59! You have a next solid entry! congratulations! I love the platformers, had fun searching for hidden notes Found on the comments that there are 83, so need to replay it! The 'shadow' for main character would be very helpful :D
The idea of collecting notes to repair the broken radios really gives the platforming element a fantastic, meaningful goal. It makes the entire Boom World feel like it has a strong narrative purpose. Great work bringing this concept to life!
@indiepanda@thejackimonster I had some time today to upload a version that clamps the bloom effect to a very small max value, and also gives the option to disable it in the pause screen in the level. It wasn't happening to me, so im not sure if its actually fixed...but you can give it a shot if you'd like. Thanks for relaying the feedback!
@human-writes-code lol thank you! you weren't the first person to talk about sensitivity, even though there is actually a pause menu in the level ๐ I added a graphic to it in the top left corner, hopefully that isn't against the rules. The menu already existed!
@jathurshandev right? it happens every time...theres always more to do...i also always end up spending some time doing some random bullshit (this time it was the shader code for the flag that literally doesn't matter at all lol) thanks for playing!
@perrarancino thank you very much! the length was serendipitous, i wanted to add more but simply ran out of time. the music was created mostly before the level, but id say about 15% of it (just that first little part) already existed when i made the level music.
@rafa-fiedo I remember your game too! thanks for playing and leaving feedback. You know what, the funny thing is, there actually _is_ a shadow - but its like super light and barely visible. I think i wrote some jank shader code that screwed up Unity's shadow system, because it is there if you look closely, but its blending in to the objects too much. I ran out of time to fix it...
@eugenik thank you - I would have loved to add a little bit of dialogue, or have the radios also be animated and you get to talk to each one, but alas, there is only so much time. Thanks for playing!
@ao-85 thank you! i said this to someone else, but that was kind of an accident lol ๐ I wanted it to be more for looking around in the moment, close to those areas. It just kind of turned out that i decided to wrap the level around and up in such a way that it worked out well...ill take luck where i can!
I did have some issues with the camera clipping walls in the first section. It would be awesome to have the ability to zoom in the camera as needed, or something else to avoid the clipping. Other than that, the controls were intuitive and responsive. Great entry!