There are quite a few games like that out there, but your game is definitely one of my favorites so far!
Play game
Stoney Inc.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Topic | #47 | 4.113 | 4.113 |
Fun | #93 | 3.811 | 3.811 |
WOWIE! | #100 | 3.717 | 3.717 |
Visuals | #142 | 3.868 | 3.868 |
Simplicity | #179 | 3.981 | 3.981 |
Sound | #314 | 3.132 | 3.132 |
Creativity | #341 | 3.340 | 3.340 |
Ranked from 53 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
Music is from Anttis Instrumentals, SFX made with jsfxr.
Credits
Dreamer
Comments
I love the corporate-coaching theme xD Unfortunatelly there is quite a lot games with similiar mechanics, but this implements the concept perfectly, very polished and complete game :) Level design was great, every level was another puzzle to solve. Controls feels responsive and smooth. Visuals were really good and consistent with audio. Overall, really polished and good game :) Great job!
Brainstorming on game ideas isn't my strongest suit~ I knew there would be so many using this very same mechanic, so I knew I had to at least set mine apart with some style and polish, aside from another faceless block with spikes. I probably spent an entire day tweaking with gravity and movement speeds to get him moving just the way I wanted to, so I'm happy that you noticed that too :) Thank you so much for the great feedback!
Very nicely done! I loved the art style and level design a lot. You made a bunch of interesting puzzles and it was easy to stay engaged for the whole time. The sound effects were crisp and the music was a great fit too, even though it cut out somewhere along the way. I think it fit the theme really well and I love the whole "corporation" feel. Good job!
I've the idea of using your old dead bodies for platforming a few times now, but this one definitely has the most character! I'm glad I didn't just play as a square. The visuals and color palette were nice, and the story was fun too!
10/10 I loved the visuals, the sounds, the gameplay. Seriously that was such a creative mechanic and GREAT implementation, I hope to have your coding skills one, also dear god that itch page is gorgeous!
Huge thanks for the high praise. My mechanic honestly isn't that creative, but I am really happy how it turned out at the end so thank you. If you ever consider switching to Godot I can offer some basic help :) and THANK YOU! It's only a small extra 30 minutes to get a good looking page, so I do want to try my best. Especially since you'll be playing on the browser. Thank you again :D
Good concept, love the artwork and the colors. Some of those puzzles were really clever/challenging. I really dig the characters simplistic design. Great job! Check out my game if you can :)
Great concept and design !, simplistic yet elegantly executed. One minor correction that could have been done is the audio. I played this game with headphone, and it feels like the SFX & BGM moves along with the character i.e if the character moves from left to right the audio moves along with him from left headset to right and the BGM stopped playing in the final level.
As the character is always spawned left, I kinda feel my left ear ringing ../
Best wishes for the team and waiting for future updates !!!
Ha-ha! really cool game. I didn't understand the bug or the feature, but I got stuck under my corpse. Anyway, even that was fun. I really liked the game mechanics, sounds, and style. 5+ Excellent work.
I totally agree with my friend, @sadgoodman, here. The game is great. I just wanted to add that the concept itself might not be that original, but the way you presented it with nice visuals and humour makes the difference. Good job! I've encountered a couple of bugs, but, tbh, it is not that relevant as long as the game is fun to play.
Fantastic work! Fun mechanic, presented in a comical way! The colour choice is captivating as well, and your geometry shapes fill everything nicely.
Really liked the fact you had to make a tower of your dead bodies to get out of pits XD
Since I am also a Godot user (even though I am still a beginner), I have some hints to offer, if you would have them (the trick is, you have to give up some of your secrets in return hehe).
Questions (that while I have a general idea, I am looking forward to listening to your solutions):
- How did you instance your levels? Because on the menu, when I clicked on the level
selection button and selected level 4, after completing it, it took me back to lvl1, instead of lvl 5. I still have no idea how to make a level selecting menu myself (I assume you make a ton of Buttons and make them each one lead you to a scene each). So then I suppose you have an Autoloaded scene that handles the number of the current scene? And it just doesn't get updated through this method? (I don't know, but I would like to learn so please share!) - In regards to the audio, really cool tune and nice sound effects! But after I kept dying and time passed the music stopped. I just make a loop in one of my Global/Autoloaded scenes by going to the Audiostreamplayer, Node-> Signals, and emit the finished() signal to your script. Then $Audiostreamplayer.play() and you create an infinite music loop!
- Perhaps using the Audiostreamplayer instead of the Audiostreamplayer2D will stop the issues with sounds playing from different parts of players audio devices. When I have games like yours where the action is just on one screen, or to play the effects of the main character or something that is happening there and then I use Audiostreamplayer. If its a game where you can move the camera around, and you have to explore or something approaches, I use Audiostreamplayer2D. Try them and see!
- I've recently started exploring switches. Could you please explain how yours work? I can see you have a button(pressed/not) and a lever(side 1/side 2). You also have locked/unlocked walls. How do you connect one with the other?
- Did you use a Tilemap node for decoration and/or placing any of the switches and spikes?
- And for the main mechanic, do you turn the player node to a Staticbody2D somehow? I have no idea XD
- Any tips/tutorial on presenting text as cool as yours here?
Thank you and well done! Any questions you can answer (whenever you have time, no rush) would be fantastic!
Oh wow what a hefty comment. Time to make my own! Thank you a lot for the great comments! And thank you doubly for them great tips! No secrets here, we all need to learn and get stronger together (whoops wrong game jam). Let's see what I can offer :)
- It was a last minute system I whipped up. I have an autoload script that just held references to the scenes in an array (ordered by level order). And a current_level variable that acts as the array's index. Everytime you reach a portal, we send a signal to the autoload to go to the next level: the current_level increments and we use change_scene to well... change the scene. I forgot to properly set current_level to the selected level so when you click 4 for example, current_level would still be at 0, then increments to 1, loading level 1.
- I did the autoload music thing. But I forgot to make it loop. Oops. It was one of the last things I added, and I didn't bother to check it cause I finished my own levels too quickly haha.
- I didn't know that they worked differently! Thank you so much. Definitely going to give those a try. And the Audiostream 2D functionality is giving me some fun ideas in the future!
- Ooh okay! Area2D and groups is the way to go! Here's the basic concepts/logic.
- Lever checks if a "player" has entered and is then activated. It does not revert back.
- Button checks for the first "player" or "stone" to enter. When an additional body enters, it doesn't activate again, but keeps count of the new body. It only releases when the last valid body leaves.
- Toggleblocks (The locked walls) have an Activate() function that toggles them between "active" and "inactive". Disabling their collisons and changing their sprite.
- I have an export array variable on buttons and levers to "wire" them together. When triggered, they run through all the items within the array and call their Activate() functions. I want to use this to my advantage when adding a few more mechanical doodads later on. Like a cannon? Or a laser? Or even portals mwahahaha!
- Yes! The basic blocks is a single autotile. Right now the spikes are on a separate tilemap, but I might turn them into a Toggleblock of their own. Togglespikes! Switches, Buttons, Toggleblocks are all different scenes. The level Portal itself is a scene too! Use the grid snapping to align them with your tilemaps. I keep them in their own node called "LevelGizmos" for some proper organization~
- The player character(boxboy)is a KinematicBody. The statue (notboxboy) is as well. This allows me to control their gravity in a way. It's like instantiating a bullet! But instead I instance a petrified version of the character in his place.
- It's my first time trying to do text like this. Find a good font and experiment with NinePatchRect. I made a scene called "Dialog Box" that contains a label and the NinePatchRect for the background. GDQuest has some real good UI tutorials :) As for color, white text on black always feels a bit classy to me.
You can get a hold of my twitter on my itch page. It's not really active but don't be shy to send a message! I know that's a lot of information to take in, so if you want to clarify some more you can contact me there!
Nice game! It was a pretty simple concept, but it worked well and the puzzles were well designed around it. There were a few bugs though, but nothing gamebreaking, so that was alright. I liked the graphics too, especially the background of the level - it used a really pleasing colour palette, so good job. The sounds were alright as well, although most of them came out of only one speaker which may or may not be intentional, but it was a little annoying regardless. Still, it was a fun game, so great work on it!
Hey, so a few of the bugs I noticed:
- If you use the level select screen, it sends you back to level 1 instead of the next level after finishing
- You can get stuck walking across a pile of your corpses (play level 3 and just hold right to see what I mean)
- If a corpse lands on you, you can't move anymore, which can be an issue on level 7
- The music didn't loop for me, so I only ended up hearing it once
- The death counter didn't reset or decrease on restart, though maybe that was a feature
Obviously they're all minor things that don't affect gameplay all that much, and it's still a well polished game for a jam, but if you're looking to fix some of them then there you go!
Ooh thank you!
- I have to look into that. Scene management isn't my forte.
- Yeah... I've tried to fix it, but would end up with even more problems. Probably something to do with collissions.
- Yup! Honestly it should kill you. I decided to keep it cause I thought I could use it as its own trap.
- Yes... I should fix that.
- Just like number one! I need to get the hang of them Global Variables. I had a decent project structure until I got to UI and menu stuff.
Thank you! I'll try and get them fixed post jam (along with another set of levels incoming) Thank you!
I really enjoyed playing this game. The art style is simple but has so much soul and I like how much mileage you get from a simple mechanic. All around congrats on a game well done!
Fun game! Final level was a titch awkward to pull off, but a lot of fun!
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