Playing the Brinkadea levels now, first off the Jester King clone enemy bugged out in a weird way. I did not have time enough to take a screenshot but there is something wrong there. Second Brinkadea level is much to my liking, I very much enjoy these big expansive levels. Also PUNCH MONKEY. The banana thing I think is the first instant of a sidequest in your game, unless I missed something. Should add I really appreciate the amount of details in this level, such as the piano.
Faygo provides yet another sidequest. Nortubel 2 open world confirmed. Some slightly more advanced platforming in this section.
Bonka funhouse section is promising, make the next section harder though, it was a bit too easy. All in all, love the new stuff.
What's the Jester King bug, exactly? Because as of now, there's some red text in Godot about him using a non existing animation even though the name is correct in the code. I assumed it wasn't a deal breaker but I should probably revisit that and try to do something.
Yeah, Punch Monkey might be the first "side quest" I guess because with Ricotto and Karoline, they were part of the main paths of progression.
Bonka is full of weird gimmicks and some work, others are "eh" like the spinning top.
Ideally, if you touch his raycast, he simply stops in that "laugh" pose before summoning a clone and then goes to run mode.
He can spawn at least 5 clones before becoming sticking to just running.
As for the spinning top: It's because the "staticbody" just changes the direction to left and right like a treadmill, but if you place your character right, you can see them move left/right while the part at the top is either in front of or behind you.
Because it's an illusion and if you don't time it right, you can see the tip suddenly going back or forth, because it's an extra sprite being visible and invisible at times.
Basically, the illusion works if you time it well but it's also not really a deal breaker and it's part of an optional path (Plus, the other way to get that key can also work for the balloons).
I've made it to the prison level so far. I have to say it's a pretty fun game if you get past the initial shock. The controls are learnable. The story is hard to grasp but the dialogue is charming in its own way. I think the characters interactions are very cute. The art is creative, although the hard outlines make it look bad. In fact, this game seems very art-oriented so above all I'd suggest improving the art.
I'd suggest adding more physics. It's weird how you keep momentum one way even after you jump off the ice, while the swinging pendulum you grab onto, which looks like it should have momentum, has none.
This has probably already been mentioned many times, but no music takes a lot out of the game. At first I was very creeped out by the atmosphere until the cutscenes made it clear they're not all murder victims and actually just isekai'd into a different dimension.
I tried to make sure the control/scheme was less annoying that I removed pushing the kid out of the ladder by accident.
But making them playable turns out to be a game saver.
With how the player can interact with some NPC's and also stuff like "conversations", I tried to use that to add more to the characters.
Same can go for the yellow paintings and books.
The game in general exists because I wanted to show off different characters of mine and even go along the idea of a "fake crossover".
(Hence the cute robot world and one that copies Sin City).
It's also my first game, so even if I can make things go forward, there's some limits bound to happen.
The art has issues for a lot of reasons, be it a weird resolution issue with Godot, to me rushing stuff to the point I trace over models on Blender.
I want to make the cutscene art a bit better like figuring out some shading. Whereas with ingame, I had instances of replacing some level prop art and some sprites were messed up.
Not sure about how I can go with tweaking physics due to the game's already weird structure.
I will say some things in the levels are "areas" that change the characters' states and how they interact with stuff like ice changes them to an "ice" state. This is because I couldn't find any proper tutorials about character and ice physics, so I borrowed some come from a tutorial project that no longer exists.
I have some ideas on what music should be but still want to leave that to a later stage of development.
Even the sound effects could be improved in the future.
The Greklovick levels are wonderful, very expansive with a lot of lovely details. The house-boss was simple, but fun.
I think you should add fiddling with the hands for this stationary animation, peak cuteness.
You gotta make a better explosion effect, there are free packs with frames you can use. It does not fit the rest of your style. Talking about the bomb one.
The Greklovick endboss is a nice touch but the gun sound effects are atrocious, they need to go. The actually are hurting my ears.
Going to go to bed soon, will cover the rest of the levels tomorrow. As always, really enjoy your work. These big expansive areas with lots of details to discover are wonderful.
Oh, and one more thing: recently got to know this musician: https://x.com/JensVide777, he works for cheap and puts out game music that people can use for free. This song would be perfect for grek: https://jens-vide.itch.io/depth
Okay, I am playing some more. Really like the twisted hand art and that you are making levels that make use of the "switch between character" mechanic. My god... the fucking spider dimension. I love it.
The hand is based off mine because it's a weird thing I could do since I was a kid.
I also did that thing in general as last time I'd do those tricks before I can't/shouldn't anymore.
I wanted to make sure that vertical level could still in theory be completed with regular commands but there's an obvious reason why "OP" is written in the left side with tree tiles.
I wanted the spider boss to be a bit more ambitious like maybe the Spider would go to the stage and attack you or somehow you could throw things at it.
Went with a simpler execution based on my current limits, but at least the background spiders are still there.
Depends on what I can do with sprites without messing them up, because with a scene like the level prop, I edited some sprites and they got messed up.
So I had to replace them differently.
It depends on how I can work with AnimatedSprite and avoid certain oddities.
I did have an idea of a secret interaction where the older siblings pet the younger ones on their head but all I have is a vague theory and it only being available under playable companions.
The explosion does look like garbage, but it can also depend on my overall limitations. Maybe I could get someone else to draw them a bit better in the future and maybe even had some transparent thing to simulate light.
If I'm not wrong, the explosion used for some enemies is a seperate scene on its own.
Most sounds come from FreeSound, with some selected under Creative Commons. I hope better alternatives are like that.
The levels got way too big because of stuff like lore and visuals, since Greklovick was me going heavy on sci-fi concepts and certain influences.
Probably has the most illustrations too, which is why the "animated" artworks are a thing now.
I still want music to be considered much later because I got some vague ideas on what they could sound like (Or at least, what references to somehow copy and get away with it).
That's a neat track but I also want something specifically made with the game in mind, so I'll still save the music part for later.
reminds me of Ulillillia's Platform Masters, kind of. the game itself is rather frustrating to play, sadly.the fact that there's only one sound effect - for landing, of all things - AND that said sound effect is rather awkward and unfitting actually kind of adds to the schizo charm. it's an interesting game, for sure. I wouldn't call it good but it's certainly interesting.
It's pretty much an excuse for me to show off some characters of mine and a bit too ambitious for my first game, but lots of things went forward so I ended up sticking with it.
Comments
Played using the password on the title screen. New levels seem to be a bit easier than the previous ones.
The first candy world level hurt my eyes - the background is too contrasting.
Cutscenes are cute even though I have no idea what's going on.
Playing the Brinkadea levels now, first off the Jester King clone enemy bugged out in a weird way. I did not have time enough to take a screenshot but there is something wrong there. Second Brinkadea level is much to my liking, I very much enjoy these big expansive levels. Also PUNCH MONKEY. The banana thing I think is the first instant of a sidequest in your game, unless I missed something. Should add I really appreciate the amount of details in this level, such as the piano.
Faygo provides yet another sidequest. Nortubel 2 open world confirmed. Some slightly more advanced platforming in this section.
Bonka funhouse section is promising, make the next section harder though, it was a bit too easy. All in all, love the new stuff.
What's the Jester King bug, exactly? Because as of now, there's some red text in Godot about him using a non existing animation even though the name is correct in the code. I assumed it wasn't a deal breaker but I should probably revisit that and try to do something.
Yeah, Punch Monkey might be the first "side quest" I guess because with Ricotto and Karoline, they were part of the main paths of progression.
Bonka is full of weird gimmicks and some work, others are "eh" like the spinning top.
Spinning top works, the jester kings animation bugs out before he spawns in clones.
Ideally, if you touch his raycast, he simply stops in that "laugh" pose before summoning a clone and then goes to run mode.
He can spawn at least 5 clones before becoming sticking to just running.
As for the spinning top: It's because the "staticbody" just changes the direction to left and right like a treadmill, but if you place your character right, you can see them move left/right while the part at the top is either in front of or behind you.
Because it's an illusion and if you don't time it right, you can see the tip suddenly going back or forth, because it's an extra sprite being visible and invisible at times.
Basically, the illusion works if you time it well but it's also not really a deal breaker and it's part of an optional path (Plus, the other way to get that key can also work for the balloons).
I've made it to the prison level so far. I have to say it's a pretty fun game if you get past the initial shock. The controls are learnable. The story is hard to grasp but the dialogue is charming in its own way. I think the characters interactions are very cute. The art is creative, although the hard outlines make it look bad. In fact, this game seems very art-oriented so above all I'd suggest improving the art.
I'd suggest adding more physics. It's weird how you keep momentum one way even after you jump off the ice, while the swinging pendulum you grab onto, which looks like it should have momentum, has none.
This has probably already been mentioned many times, but no music takes a lot out of the game. At first I was very creeped out by the atmosphere until the cutscenes made it clear they're not all murder victims and actually just isekai'd into a different dimension.
I tried to make sure the control/scheme was less annoying that I removed pushing the kid out of the ladder by accident.
But making them playable turns out to be a game saver.
With how the player can interact with some NPC's and also stuff like "conversations", I tried to use that to add more to the characters.
Same can go for the yellow paintings and books.
The game in general exists because I wanted to show off different characters of mine and even go along the idea of a "fake crossover".
(Hence the cute robot world and one that copies Sin City).
It's also my first game, so even if I can make things go forward, there's some limits bound to happen.
The art has issues for a lot of reasons, be it a weird resolution issue with Godot, to me rushing stuff to the point I trace over models on Blender.
I want to make the cutscene art a bit better like figuring out some shading. Whereas with ingame, I had instances of replacing some level prop art and some sprites were messed up.
Not sure about how I can go with tweaking physics due to the game's already weird structure.
I will say some things in the levels are "areas" that change the characters' states and how they interact with stuff like ice changes them to an "ice" state. This is because I couldn't find any proper tutorials about character and ice physics, so I borrowed some come from a tutorial project that no longer exists.
I have some ideas on what music should be but still want to leave that to a later stage of development.
Even the sound effects could be improved in the future.
But thanks for playing.
The Greklovick levels are wonderful, very expansive with a lot of lovely details. The house-boss was simple, but fun.
I think you should add fiddling with the hands for this stationary animation, peak cuteness.
You gotta make a better explosion effect, there are free packs with frames you can use. It does not fit the rest of your style. Talking about the bomb one.
The Greklovick endboss is a nice touch but the gun sound effects are atrocious, they need to go. The actually are hurting my ears.
Going to go to bed soon, will cover the rest of the levels tomorrow. As always, really enjoy your work. These big expansive areas with lots of details to discover are wonderful.
Oh, and one more thing: recently got to know this musician: https://x.com/JensVide777, he works for cheap and puts out game music that people can use for free. This song would be perfect for grek: https://jens-vide.itch.io/depth
Okay, I am playing some more. Really like the twisted hand art and that you are making levels that make use of the "switch between character" mechanic. My god... the fucking spider dimension. I love it.
The hand is based off mine because it's a weird thing I could do since I was a kid.
I also did that thing in general as last time I'd do those tricks before I can't/shouldn't anymore.
I wanted to make sure that vertical level could still in theory be completed with regular commands but there's an obvious reason why "OP" is written in the left side with tree tiles.
I wanted the spider boss to be a bit more ambitious like maybe the Spider would go to the stage and attack you or somehow you could throw things at it.
Went with a simpler execution based on my current limits, but at least the background spiders are still there.
Depends on what I can do with sprites without messing them up, because with a scene like the level prop, I edited some sprites and they got messed up.
So I had to replace them differently.
It depends on how I can work with AnimatedSprite and avoid certain oddities.
I did have an idea of a secret interaction where the older siblings pet the younger ones on their head but all I have is a vague theory and it only being available under playable companions.
The explosion does look like garbage, but it can also depend on my overall limitations. Maybe I could get someone else to draw them a bit better in the future and maybe even had some transparent thing to simulate light.
If I'm not wrong, the explosion used for some enemies is a seperate scene on its own.
Most sounds come from FreeSound, with some selected under Creative Commons. I hope better alternatives are like that.
The levels got way too big because of stuff like lore and visuals, since Greklovick was me going heavy on sci-fi concepts and certain influences.
Probably has the most illustrations too, which is why the "animated" artworks are a thing now.
I still want music to be considered much later because I got some vague ideas on what they could sound like (Or at least, what references to somehow copy and get away with it).
That's a neat track but I also want something specifically made with the game in mind, so I'll still save the music part for later.
But thanks for playing.
schizo kino
reminds me of Ulillillia's Platform Masters, kind of. the game itself is rather frustrating to play, sadly.the fact that there's only one sound effect - for landing, of all things - AND that said sound effect is rather awkward and unfitting actually kind of adds to the schizo charm. it's an interesting game, for sure. I wouldn't call it good but it's certainly interesting.
I've seen comparisons and comments like that.
I tried making the control scheme less annoying and even added the option to play as the little siblings.
It is what happens when your first game is a very ambitious project and partially an excuse to show off different kinds of characters.
I used a few sounds I could find.
I still want to make sure this gets finished.
I tried your game. I got up to like level 6 I think. Interesting game dude, I've seen your stuff all over 4chan lol.
It seems like it's a nice passion project for you.
Thanks.
It's pretty much an excuse for me to show off some characters of mine and a bit too ambitious for my first game, but lots of things went forward so I ended up sticking with it.