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CloneDeath
Creator of
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On discord it was clarified that you can have transitions, as long as it's in the same room.
Specifically, someone asked if they could have point and click adventure, where you click on something to inspect it, and the game transitions to a closer view of the object where you can interact with it. They said this Wass acceptable, as long as it takes place in the same room
Additionally, they also said battle mode transitions (like Pokemon) are acceptable, as long as the fight also takes place in the same room.
No word yet on cockpits counting as a room, cameras on a computer being acceptable, or menus being acceptable.
Yeah, I'm confused about the transition thing. Can I make a visual novel that takes place in one room? I'd think not because of the transition thing.
Edit: If I can get some confirmation that something like "Five Nights At Freddy's" counts as 'One Room' then I would feel a LOT better about this... 🤞
https://github.com/CloneDeath/LegendsOfLove
Thanks! I appreciate that. I am disappointed that scoring was closed to the public. I feel like our games got significantly less exposure because of that, and I don't think that vote manipulation is a problem I've ever had... But then again, I've never worried about winning, I just wanted to make fun games for lots of people to enjoy. Anyways....
Everything (source code, sprites, sound, "story", etc) is Public Domain CC0, no credit required. Have fun!
Thanks for responding. I think you have a cool idea, and I was excited to start playing it, but I think it's the sum of those small confusions that resulted in a bad time. Next time, I'd focus on player feedback, and I think that would greatly improve the experience. It doesn't need to be a wall of text for a tutorial, and can be as simple as a thing as a little tune when you get an upgrade or a sound when you take damage. I think if I had that, I would have been able to make heads from tails a lot more.
Edit: And, if it were me (and, this is totally just how I would do it, there are pluses and minuses), I would have started the player off with a very easy "give me" upgrade they couldn't possibly miss, just so they know what it looks like, and they can learn the upgrade mechanic, separate from the rest of the game.
Wow, very good. The concept was great, and very enjoyable! I think the platforming could be improved (platforming in tight spaces was hard, little forgiveness. And sometimes, you'd hold up to jump, but then jump again when you landed, which was annoying, because I'd jump into a spike and die)
Overall though, great game!
Wow.
1) I think this is spiritual successor to my Nokia 3310 Sokoban game from last year. (We both came up with the same exact character design). Which isn't too surprising, there's only so many permutations of a 5x5 block of pixels.
2) Wow, very good. Amazing game. Graphics, sound, feel. I just kept having to run. I felt rushed, even though I wasn't, but it felt good, like I kept having to go. Very good, I enjoyed this a lot!
WOW. The shader for the pixel persistence and pixel separation is awesome. I considered doing that too, but didn't think it would be THIS GOOD. Incredible!
FYI, if you look through the jam comments, someone points out that the Nokia 3310 doesn't actually have square pixels, something to keep in mind for the future.
Wow. Lots of fun. I spent a lot more time playing this than I thought.
I think everything was done well, the sound, the graphics, pixel snapping, physics feels nice....
I think my biggest frustration was that my aim was reset each time, and there was no indication of how much power I did last time.
Yeah, I think that makes the game harder, but I just kept counting the number of times I hit up, and the number of power ticks that passed. I would have been a lot less frustrating not having to count 14 ups while fine tuning between 5 and 8 power ticks.
Other than that, it was great, and I didn't want to stop!
Biggest issue is the lack of pixel snapping.
I wandered around for a bit too long before I realized that E started working (I mashed it when I first started, but it did nothing). So, then I had to backtrack a LONG way to go to where the arrow pointed.
Once I got there... I had no idea what to do. I tried a bunch of stuff before giving up.
I feel like you were trying to lead into something, and be mysterious, but honestly the player needs some more direction, and some more information. I couldn't figure out when I could go into the nether, and how I could get into it (jumping?), it was too short. But even then, I still didn't know what I was supposed to do...
The animations were high quality, but lacked some polish (the player jumped off a few pixels before starting the animation, which was jarring).
Very confusing. I couldn't figure out how to spend my points (maybe I never got any?).
I think I had health, but I couldn't tell what hurt me and what didn't. Also, I stuck to things sometimes? Or was I climbing things? I couldn't tell what was a bug, what was intended, or why things were happening. Falling to an infinite abyss only to die wasn't very great either.
The music was very catchy though.
Interesting concept. I like it. The art was lacking, and sound would have made it better. You didn't get your first upgrade until wave 11, but then, at wave 20ish, you got 2 new upgrades... it felt like too little, then too much. I think spacing them out would be better.
Also, the bugs were very annoying. I think that's the biggest issue. Waves not going out when you clearly have none on screen, enemy bullets going through your waves, just to name the biggest two. Also, the fact that your bullets also hit your own waves was more annoying than a bug... but maybe it was a bug.