Galera, ótimo trabalho! Vi um tweet do Chediak e baixei a demo pra testar.
Extremamente satisfeito com a estética do jogo como um todo. Tanto detalhes da pixel art e música. Como alguém que vem da periferia, me senti totalmente representado. Não tem como não sorrir com os NPCs e os detalhes do cenário.
A jogabilidade está boa, mas um dos pontos principais que me chamou a atenção foi a movimentação em 8 direções. Não acho que seja algo ruim, mas sinto que isso deveria ser implementado para quem joga com o analógico. Sinto que o movimento em angulos livres poderia melhorar a experiência, principalmente quando você está fugindo de várias hordas. Sem contar que já que os inimigos não estão travados em 8 direções, pra mim, faz mais sentido que o player também não esteja.
Mas no geral, ansioso pra ver a evolução do projeto.
ak1r4
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Hey mano, Brazilian here! But I'll comment in English anyway. Very polished game, even the menus have the "juice" when selecting things. The game has a very cool concept, and it taking care of the plant really fits the survivor genre. Visuals are very cohesive with the game and sound design is great. As other people mentioned, this is a hard-as-nails game, which is not something bad but might scare some players away at first. I'm not saying that the difficulty should be changed, but maybe a slower learning curve would help with the feeling of frustration that some folks might have felt. Overall, great entry! Keep up with the good work. Cheers!
Hey Marc, great first entry! It's clear that you polished this game very well and TBH I wouldn't be surprised to see something like this on a marketplace or as a mini game of bigger title. Art is great and cohesive, the color palette was well picked. Soundfx and music also perform very well with the rest of the game. One thing that bothered me a little bit was the parallax of the clouds, at times they would make hard to see the coins or the character, idk if this was the intention, to create this blind spots, but made me feel a little frustrated. Maybe the clouds could be beneath everything to give the idea of "above the clouds". Keep up with the great work, looking forward to seeing your next entry. Cheers!
Hi Sxtycat, really liked the art style of your game. I know this might sound weird but as I was trying to understand how to play your game I realized that it might be considered an RTS rather than a sim, considering that you have "units" to handle. With that in mind, the UI could be drawn near where the action is taken, example, above the character that is being called. Overall, great entry!
Very solid game! Visuals are cohesive and pleasant, the color palette is great. I understand that you explained the controls on the game's page, but maybe it might help if you draw the commands on the screen once gameplay has started and hide them once the player has used all of them, just to make things clear and help with the different inputs that are demanded. Keep up with the great work! Cheers!
Hey dude, great concept game! The execution was well-done. The idea of the character interaction with the HUD elements was a surprise, also, separating the room into different areas that cannot be seen all the time raises the tension, which is very cohesive with the theme. What was not entirely clear for me were the happiness bar and the other one. I bought an expensive bed and it took me longer to buy the lamp, and meanwhile the happiness level decreased very fast. It seems like this was scripted to happen, but then I didn't understand the function of those measures. Overall, very nice game. Keep up with the good work.
Hi Jay, thanks for the feedback, just ten minutes after you played I uploaded a new version without those bugs, but thanks for reporting them. I'll write down your suggestions because I think they are great and will improve the game immensely. I've been considering how to deal with health pickups and I think I might do something like Hollow Knight or Hyper Light Drifter to give players more autonomy to manage pick ups. Thanks for playing my game.
Hi Wuppos, thank you so much for this detailed feedback, it made my day. I wanted to give players the option to jump to the dungeon because I really need feedback on that. The dungeon took 80% of the time spent in the production, and I really wanted to make it feel like a interconnected puzzle box full of minor challenges. I agree with your observation about the hitboxes, I might actually change a lot of things regarding that in the future. I also uploaded a new version free of the bugs you guys found, thanks for reporting them. Overall, I'm happy with the result but there are tons of things I need to learn, this was only my second game ever made. Again thanks for the feedback.
Thank you so much kiddolink, I just uploaded a new version fixing the bugs that you reported, I appreciate that. I also liked your suggestions and I'm probably going to change the player's attack and general hitboxes soon. Other things you mentioned I had considered to implement before, but as new gameplay mechanics (run faster and recover health with equipment) and this would take some time and might even become dungeon items. Again, thanks for playing my game.
Very good game, I finished playing it and I just have good things to say about it. Sprites are amazing, color, size, shape. Gameplay feels great, the lizard is heavy as a big creature should be. The gameplay loop is also very addictive, and the pacing is very good, with the challenge increasing gradually. Great game.
Hi Sam, your game is gorgeous and really nice to play. The work done on visuals (lights, shapes and overall art) is incredible. The way that the screen blurs helps creating this miniature feeling. I believe the theme of the game can be explored in many ways if you decide to move on with the project. I understand that this might be based on your personal experience and including little hints about it is great, makes it very authorial. In addition to that, I feel like adding gameplay mechanics to the stages of burnout will make the game unique. I don't know what could be done, but things like having the player trying to escape a maze of tasks or trying to finish an unbearable amount of tasks in a short time à la Wario Ware. I think one recent game that incorporate things like those is "It takes two", but in that case is about learning how to work together. Sorry, I feel like I'm always going way beyond what should be just a general opinion. Your game is great!
Hi Tanija, really cool experience. I found the questions to be very clever and cohesive with the uncanny feeling that I think you are aiming at. I think we sustain a common feeling of security and privacy when we are on our devices, and every time a medium plays with us and make us feel vulnerable on this side of the screen, you generate crazy amounts of anxiety, doesn't matter if one knows that everything is scripted. I just have compliments to give you about the quality of this project. Cheers!
Hi Wuppos, I really liked your game, actually I played all the 9 stages. The concept is very cool, simple to understand but could possibly be expanded with different statues and tiles, idk, something to recharge their moves, destroy some statues, make them walk two tiles per time... I'm not saying I expected that from the game, but if you plan on working on it, it could be a commercial title. Great job!
Hi Learliet, just played your game and I'm very impressed with how polished it is. Particles, shaders, flash and squeeze animations. Game feel is great on your game. As others have mentioned before, controls are not clear, which I think can be kind of solved by describing them on the game page (I had the same problem before with my game). Also, Idk if you meant to leave that function, but when I press enter, the color of the screen changes, I think this is related to damage feedback, but I have no idea why this function is there. Very cool dialogue system, and how it animates the letters. I'm also using GMS2 and it was a pain to figure out a dialogue system that would work for me. Pixel art is beautiful too, kudos to the artist. Great game!
Can't thank you enough for the feedback. I just uploaded a new version with the suggested improvements, including WASD controls. Also, those bugs were crashing the game so they had to be fixed. About the dungeon design, thanks a lot. It took me a loooong time to get to this version and I still find it to be very problematic. To be honest I understand why zelda games don't have too many dungeons, finding a balance is extremely hard.
Hey, great game dude! Your pixel art is amazing, I loved the enemies' dying animation in particular. Sound fx and music are also great. Idk if this was an inspiration for you but the reminded me of Enter the Gungeon. One thing that I think can be improved is the use of the analog sticks for movement. I might be wrong but now it registers 1 or 0, considering the deadzone, and this is fine, but in some occasions having a slower and more precise movement would help, like when you try to dodge bullets from the TV girl (I like the names too haha). And also, the analog stick registers "pressed" on the menus, which makes it cycle too fast. It's ok, because you added the directional pad input, but if the player feels the stick is the main entry for movement, it automatically associates it with menu navigation. Sorry, this sounds very nitpicky but I think these little things make a difference. Great game overall. Cheers!
Hey, really cool project! It looks great in terms of visuals and sound. I think that this is the kind of game that will have players really invested in it. Unfortunately, for the nature of the Jam, we don't have time to evaluate all aspects of it, but we can tell that you are putting a lot of energy in it. Maybe starting an early access release to gather feedback from players might be good for the dev cycle. But TBH this is just an idea, I know nothing about it. Cheers!
This is pretty cool game. Solid gameplay and amazing "game feel". Colors are vibrant and cohesive with the everything. I don't have any complains about the game itself, but I experienced significant frame drops while playing the browser version. As the character got bigger combos, the frame rate would fall along, to the point that I had to give up on the combo to let the game run normally again. I'm using a recent Firefox build on a Ryzen 7 16Gb RTX 3050 laptop. Cheers!
Great entry, I like the cohesion of art style, parallax effect and sound design, this one is very immersive. We can tell that you put a lot of energy on this project. One thing that happened to is that the character doesn't walk/run when I move the camera. And on that note, I understand that a lot of commands are necessary for the game, but I feel like all commands are on my left hand. Overall, great job.
Hey Shaun, first of all thanks for the great tutorials you make. I started using GML last December and this series have been the best intro to GMS2 ever. So much that, based on this code, I created my first game and submitted to a GameJam, here's a link if you wanna check: https://ak1r4.itch.io/the-legend-of-prisma
It's very rough on the edges, and I coded some other functions, but the base code comes from here.
Lastly, it's not like I want to promote my game, but maybe the last episode of the series could be a showcase of what viewers and patreons have made with the ARPG tutorials, I think it would extremely motivating for viewers that started watching the series recently. Cheers!
Hi, thanks for the feedback. I though about introducing the colors gradually, unlocking them with currency you get from defeating enemies, but as the deadline approached I wouldn't have time to build the whole thing so I scrapped it. I'll take notes of your suggestion, it's a great one, but for now I think I'll move on to something more puzzle centered. Again, thanks for playing my game and for the critique. Cheers!
As someone with zero rhythmical skills I absolutely suck at this game haha, which actually makes me admire even more players and creator of games with this gameplay element. Very cool idea, and as unruly mind said before is also a kind of puzzle / managing game as sometimes you have to choose when is the best time to change colors. I can definitely see this idea unfolding into something bigger.
The only problem I had was an enemy disappearing from the room and consequently I couldn't move further, had to restart.
Great job!