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Mark Cully (Artist / Programmer)
Chris D’Arcy (Sound)
Harry Haston-Dougan (Programmer)
Sam Donaghey (Artist / Voice)
In a universe where bread rule, humans are experimented on in the goal for world jam preservation. Until one man decides to challenge these loafs by using his newly augmented jam busters. Take out those crummy slices using his mighty flow of jam
Sven Stamm (Monkey 1)
Hayato Hess (Monkey 2)
Hello! This is our first Unreal Game Jam. We did our best for the last few days, but as we both are still inexperienced, please message us if something isn’t right.
The Goal of the Game is simple: fly the paper plane to the girl standing at the house on the other side of the map. Collect Paper scraps to complete the message. But beware, you have to use the upward winds to gain altitude and speed to travel through the level.
Input/Controls: Mouse recommended! Keyboard (WASD) is supported, as well.
Press M to mute the BGM.
All Scraps Locations:
1 directly in front of you when the boys launches the plane.
2 at the first platou. Left from the Spawn position (windmill Area). between the first two windmills, in the middle of the fence Area. In about 15m height.
3 in front of the upstreams leading to the large, hollow Tree.
4 behind the large windmill. From the Spawn position, it is the farthest left corner of the map. Directly beside another wind upstream.
5 inside the large Tree. use the upstream winds to fly inside a hollow Branch
fly through the large hollow tree, coming from the windmill Area. The Girl is on your left, but you’ll need the boost of a upward stream just straight ahead to reach the elevated platou
Name of your submission: 2Monkeys1Keyboard_BreathOfTheWind
Download (~80MB) (v2):
Edit: uploaded an updated version with better performance and improved collision.
We made use of some external assets (mainly sounds), as specified in the authors.txt inside the project.
Description: Tetris meets Pipe Mania. Connect the pipe pieces as they fall down, and then flush them out to erase them from the board. Score attack. First couple of levels clear board after clearing enough pipes.
Controls: A & D to move pipe tiles left to right. Space to drop the tile.
Content Notes: sound effects from freesound.org, UI art from opengameart.org, background music - “Carefree” by Kevin MacLeod (incompetech.com) licensed under Creative Commons: by attribution 3.0, leaderboard from Epic Leaderboard.
Description: Fly through the flow of the music, the level is procedurally generated from a midi file. Use your mouse to stay in the center of the circle. We used the midi plugin from marketplace which we modified a little.
Link: The Flow Download Link.
Team Name/Members: Daniel Skipper
Submission Name: DanielSkipper_TheFlow
Disclosed Epic content: Infinity Blade Ice Lands/Grass Lands/Warriors, Elemental Demo, Particle Effects Demo, ThirdPerson Blueprint Template.
Disclosed Market Place content: DayNightCycle by Sameek Kundu.
Thanks to: the forums for AI perception information.
The Flow is a horror themed, stealth, puzzle game in which you must lurk in the shadows to avoid the enemy AI, while attempting to trace ‘The Flow’ with your dowsing rod and activate the path ahead.
WASD - Movement.
E - Interact.
The dowsing rod will point you towards your next objective to activate, just follow its guidance and if you think you’re at an objective hit ‘E’. Activating objects will illuminate red (you do need to be quite close).
Due to other commitments I didn’t have as much time to work on this as I would have liked. As such it is in a very rough and ready state.
The AI are somewhat bugged as well. They either: work properly (rare), patrol each others routes, stand still, stand still and spin on the spot (this should increase my “fun factor” rating for the wrong reasons).
The AI auto-destruct about 5 seconds after attacking you, which can be used to your advantage.
Sometimes the lighting dims suddenly and then comes back again while in the open air. Bit of a nuisance when it happens.
Depending on how things pan out, the game will probably take you around five minutes (or less) including loading time as it’s very, very short.
And after all the negativity above - enjoy
You find the game HERE.
Team name: JK5000
List of team members: JK5000
Name of your submission: JK5000_TheCandyMen
In a candy dictatorship is no one able to think for themselves. You are the leader and you need to help the people through a series of levels. The game is inspired of the classic game Lemmings.
The game is mostly controlled with the mouse + keyboard. (Hint: The keyboard shortcuts can help a lot).
*Legends tell us that there was a distinct difference between the swords created by the famous Japanese weapon smiths; Muramasa and Masamune.
When both swords are placed in water and a leaf floats towards it Muramasa swords are said to cleave the leaf in half, while Masamune’s swords would let the leaf pass unscaved.
Today this legend is put to the test when a tiny leaf spirit is in danger and you, the guardian of the mountain needs to protect it with your arsenal of Muramasa and Masamune swords while the spirit floats down the mighty Niagara mountain.
We wish you well!*
Team name: We Lost The Keys Due To Physics.
**Yoeri - Luos - Vleer: **Lead concept, vfx artist, texture artist, material artist, 3D artist. Panda Studios: Lead programmer, gameplay designer.
**Venci Nachev: **Programmer, animator. Jon Riley: 3D artist, light artist, texture artist, material artist, level designer. Chris McGill: Sounds artist, texture artist, character artist, 3D artist.
Special thanks: **
Baily Aldrich who provided the music, thank you very much!
= Starter Content =
Grass material, oak material, basalt material, tech material, basic rock
= Learn Tab Content =
Ocean Example, modified though so that is why it looks different
This entry marks game jam number 3 for me (#2 if we’re just going by UE4 jams) and it’s been just as rewarding as the Mega Jam.
Just as always I decided to dedicate 50% of the time to skill acquisition. In this case the major new skill was modeling animated characters in Blender with skeletal animation to be used in game so that I don’t have to rely on default Unreal or Mixamo animations anymore.
I also learned how to use blend spaces, anim blueprints, and how to make a new character from the ground up. With this I no longer feel the need to use default example characters, and when using them they will no longer be mysterious.
I also learn Blender to enough of a level that I use hotkeys elusively for quite a few tasks now.
On day 3 I started on the process of making the actual game. In the process I learned how to make 3D widgets (to make awesome floating text like in WoW) and how to use the sappling tool in Blender to make good looking trees.
Day 4 I did polish including an intro, an outro, cleaning up the level, adding exciting little flourishes. I also learned how to use the save game system so that I could save player preferences.
WSAD to move character E and LMB to interact with object, pickup planes and throw planes Q and RMB to *interact *with objects, drop planes, and cancel charging A and D during flight to control plane roll