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I feel nostalgic for this game, and I've not even played it before! xd
plus, it feels really solid. you are sometimes confused by the design and layout of the levels, but all in all it is a game where you 99% of the time blame yourself. it doesn't feel like the game wants to be mean to the player, but it only aims to challenge you.
main critique: more checkpoints please. its fun and all to master some tricky platforming puzzles - but after a while they get tedious when you repeatedly must go through them so many times -w-''

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Thank you.  I take the opinions of players very seriously.

My next games will be easier.  After death you will be teleported back to the last place you slept but you won't lose any map-data,  upgrades, collectibles or solved puzzles. This is much easier to program anyway. With this compromise the games will be less hard but there will still be something at stake.

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I personally find a weird enjoyment in the repetition of mastering certain platforming skills - but it's very finnicky to find the balance between training and annoyance, which I'd not blame people for failing to balance correctly. it is tough - and it surprises me how natural and often I've felt like I've been given training by the game and its puzzles, so that's a plus for your game still :3

also, what's your next game going to be about? will it be with the same art style and story, or something newer?

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It's similar for me. I like games with a SNES-like difficulty level, where you get better and better and everything is quite exciting. With many modern games that are just sadistic, it happens that I fail in the same spot for 3 hours and have to realize that it's not going to work. In good games, on the other hand, I just have to find the right strategy or try again the next day with full concentration. 

My next games will be a byproduct of me preparing the groundwork for Bobo The Cat 2. 

They will contain new assets, reused assets and placeholders. The games will be independent and different from each other. 

It took me 5 years and thousands of hours to make Bobo1 and it might be the same with Bobo2.  So this is a good solution to reduce the time players will have to wait for the next game.

I am gradually trying to improve the graphics. The sprites will be in full HD instead of just HD resolution but it will still be a cartoony style. Don't expect something like "Ori". There is only so much one single cat can do after going to work.

I think the story of a Jump'N'Run should only cover the frame plot. Take for example Klonoa 2, the story was nice but actually unnecessary and slowing down the pace. But that's just my opinion, I don't want to offend anyone.

I wasn't sure what you meant by something newer but I hope I answered your question.

indeed! I personally do still enjoy the feeling of free-choice. however, sometimes a linear ame, but with vague hints and directions, gives that same feeling. it doesn't guide you exactly where to go, but it still gives you the feeling of what to do and how to do it. but it also encourages to make it your own feeling.
It's just like any puzzle/assignment honestly. you're never given the correct answers, like some modern games do, where they're almost like an extensive tutorial for hours on end.
I also like that you could've just re-used assets and concepts, for certain mechanics, and could've added less details, to present the same concept, but you still go out of your way to add more sprites, and details for those aspects. like for instance: the wolves could've just been sped up birds, without a leash - but you added so much to them and their design, to fit the theme! I genuinely must admit that they got me really spooked at first, and it was a lovely experience!

your upcoming game(s) sound really neat, and it perfectly answers my question!
I think that you could include more of a story if you'd like to - but never really limit it to a cutscene or a dialogue box. sort of incorperating it into the gameplay. although that's what you've already done, with the level transitions, and themes which are presented!

speaking of the assets for your new game: do you want any help with it? I am familiar to pixelart, go to art school currently, enjoy composing music, and other creative things. could even lend you some 3D modelling skills, since I enjoy that too. I sadly know nothing about coding to be honest - but am somewhat interested in puzzle designs and level designs.

understandable if you'd want to work on it solo - but I'd be very willing to give a helping hand :3

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If you get stuck, you can always use the 100% walkthrough video. The link can be found on the Itch.io website of this game.

For the next projects I don't need any help because they will be very small.

For Bobo 2 which comes after that, I can't estimate it yet.

Overall I think I need the painting and composing in between to recover from designing the hundreds of rooms. I think I could use help decorating or even creating some rooms. However, Game Maker doesn't allow that so easily, because rooms can't be transfered so well. Unless anyone around here knows a good solution for that problem. 

This is one of the reasons why I wanted to switch to Unity. Learning the new programming language was  very easy and it was fun to use. Unfortunately the manual/documentation was not as good as Game Maker's.

I had problems figuring out how to calculate complicated collisions, because unfortunately all the tutorials used prefabricated collision systems and that was too inflexible for me. That's why I didn't get any further. I had already programmed a pretty good foundation, but at that point I wondered if the transition to Unity would take too long. Because I have a lot of plans, I stayed with GM (for now).

thank you for that! after reaching the forest ruins I got a bit confused.

as said, I can't really code or anything, so I more so offered to help with the presentation, of art and music, in case you'd ever find it tedious with certain sprites, or would want a certain style. either way, I hope I remember to check in on those projects once released :3

oh yea! I've seen Rayman Origins use a neat technique, of almost making a big artwork, and then layering invisible collisions on top. so if you'd like something decorative like that, I could perhaps help. if that'd allow for more efficient room-designing, without worrying about the decoration of it.
-could also always just use sketches to draw out concepts, rather than sharing maps. I can't understand any coding language, but I can understand the concepting and puzzling that goes into it, to some extent. though it'd be understandable if a sketch wouldn't cut it for you.

ahh yes.. as I've understood it, the unity engine is way more open - which makes it easier and more difficult simultaneously. you're free from certain limitations, but it also requires you to set more detailed foundations for certain ideas and plans.
-Bobo has some of the most odd and gimmicky controls I've ever seen, and it is what adds such charm to it. the tree-climbing feels the most broken of all mechanics, for the best reasons possible. so lovingly goofy x3
would be a shame if the movement would be too basic and limited by a prefabricated system.



though does it mean you'd fancy help or not? I could present some examples of my art or music on discord if you'd like. 

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Actually, it's not the openness of unity that causes me problems. I had liked that. The problem was rather the opposite, that I had the feeling that they were trying to force the easy way on me. I'm sure if you know how, unity's collision detect system is better than game maker's but I hadn't found any tutorials showing me how. I watched tutorials for 3 days but they all used inflexible methods.

The system is just completely different

and figuring it out myself would have taken months.  

Regarding the sprites and music I hadn't given a clear answer because I can't evaluate it yet.

It's the same with 3d models. I want to try to make some for Bobo 2 but I would only need help with it if it turns out that I will not be able to achieve the results that I need.

This year I probably won't need any help. I would definitely find something in the long run that you can contribute but it would also have to fit my game in terms of style so that it blends seamlessly. 

Since the upcoming games are going further and further towards full HD, it wouldn't be pixel art anymore. Would you be able to do that? 

With creating rooms I meant designing levels and with decorating I meant beautifying the rooms by placing tiles and vegetation objects.

Unfortunately, the only methods I can think of would be to either send the project back and forth or replace existing rooms with new ones. Both variations are dangerous because they can corrupt the project in the long run and Game Maker has a tendency to corrupt projects anyway.

But it would be nice to see/hear some of your art to be able to keep you in the back of my head.

oh yea! I mean, that still was what I was talking about. the openness seems quite daunting for people, and frequently, self-proclaimed "experts" and "teachers" will opt for the easier paths. it's good to have a solid base to fall onto, but it's quite the shame if people don't expand upon it. it's good to know where you CAN be lazy - but however, it is not appropriate at every point, and it is good to also give stuff some more care and consideration, which require changing things up a bit more. either way, I hope you can find some neat tutorials. want me to go on a hunt for you as well, in case I could stumble upon any magical search result? x3
well, making 3D models is easy to get into, but difficult to be efficient with, since they take quite a lot of time, depending on what you want to make. and even if you'd like to do it yourself, I could give you a personal guide for Blender during a call or something. I usually help out friends and strangers, if they aren't acquainted with the basics :3

I could always try making something a bit more HD, as it'd be a fun challenge I'd assume ^^

I see how transferring things back and forth can be quite tricky in that sense. as said, with a different stylistic approach, you get new technical possibilities, if you'd fancy that. but otherwise if you'd stick to a tilemap, rather than layer images with collision, then I suppose it'd not be as easy. at best, someone else could create the sprites - but sprucing things up would be needed to be done by you - since the transferring seemed too risky.

well, should I share things to you visa discord? as said, you mustn't promise me a spot, but I'd be happy to still present my stuff, in case anything would peak your interest ^^
want my tag, or want to send yours?

Oh that's what you meant by the easy path. 


That you want to help me find tutorials is nice, but I already decided several weeks ago to stay with Game Maker for now and can't give up everything anymore.


I'll keep that in mind for later, too, with the 3D design help.


What I could also imagine, if enough people would come together, that you could then create a Bobo game together and I would only act as a director.

Just as a silly thought .


 Since I can't guarantee that I'll need help, I would also, if you had fun with it,  share art you create on Twitter or Youtube. Whether it's a Bobo The Cat style picture/sprite/tileset or a reinterpretation of a song from my game. As long as it's clear that it has to do with Bobo The Cat I would definitely support it if I knew about it. No matter what it is.

Another silly thought.


But I'm also still curious about your art without Bobo reference.

My tag is   Bobo The Cat#8059

also, I have yet to finish the game, since I've currently gotten stuck  -_-''