The only rational explaination for this :)
Dioinecail
Creator of
Recent community posts
Hey! I’ve been jamming with this build for a few days and i love it!
Found one crash so far:
When using Angler Spirit if you do 236H the game crashes immediately :)
After more testing i was only able to get a crash in Ghost Valley level, all other places seem to be fine with 236H
Included the crash message just in case
ERROR in action number 1
of Step Event1 for object obj_character:
Variable <unknown_object>.took_hit_this_frame(100309, -2147483648) not set before reading it.
at gml_Script_anon@2941@gml_Object_obj_player_bird_Create_0
############################################################################################
gml_Script_anon@2941@gml_Object_obj_player_bird_Create_0 (line -1)
gml_Object_obj_character_Step_1
This game is fantastic! A very well made. The sound ques, the simplistic art style it’s all top notch!
I can really see this project as a full scale mobile game.
One minor thing that came to mind while playing is that i would like to control the “movement timeline” as a slider instead of 3 buttons since it would only take 1 click for any kind of action with the timeline instead of 3 different buttons
This is a nice idea that could work out on mobile, the control inputs would need to be completely reworked for touch controls but it has a great potential on an ipad.
BTW controls could be refactored for mouse and it would make 1 less action from the user since you would just need to click and hold the mouse button to select and move the point at the same time which in my opinion is a good thing. Again, it would look great on an ipad
Thank you!
The game lacks a lot of polish and playtesting since i was doing it solo, premade assets and source projected helped out a bit but still not enough. I have spent most of the time tweaking the jumping around and shooting so i’m really glad that you liked those core mechanics that i have focused on :)
Thank you very much for the feedback! I have actually added player health at the very last moment so i had no time to implement a proper UI for it. And yeah :) damage feedback and aiming line would be a wonderful thing if i had time to add everything :) I think i should join a team for the next jam because i could never finish a game for a jam solo :(
Now that’s a really interesting idea! The only sad thing is that there isn’t much of the actual game to play :)
I think this kind of mechanic could also work for mobile. For example if you replace the player with a “special” boulder that should be delivered from point A to point B and all you have to do is weld other boulders around so that the “special” boulder could move.
Thank you! Like always, the scope is getting smaller and smaller each time i join a jam but still end up extending the scope of the game and not polish it enough before the deadline (i was pushing builds in the 20 minutes extended period :D )
Yes i wanted to add an aiming line to better visualize the “arror” trajectory and change the “enemy hit” sound to a different one but didn’t make it in time so arrow hit sound is the same for every arrow impact :(
Hey! A cool concept, the only thing that annoyed me is that most of the time you have to either jump or move right but this Left ! command was appearing as frequent as other commands. It might be cool to make certain areas change the random percentage of commands appearing, like if you have to jump and move right, then jump and right coul be more frequent in this area.
I wonder what will you do with it for a post jam version though :)
I thought that the game is very simple at first, but oh damn that soundtrack! :)
The enemy AI is a bit tricky, some cars started to drive the opposite way and trying to ram into me and that felt really creepy, as if they are intentionally tried to get me to the last place (but i won anyway)
The audio feedback is well made too, the crashing, boost and everything, it just feels good.
Ah, the only thing that was strange is damage modifier, felt like it didn't doo much, even at max stack it took me 3 hits to fully destroy a unit.
It's the first game that i see here that has audio feedback and it feels great! The moment you catch an upgrade the music intensifies and it's a very good touch on the quality.
I like the text typing animation but i feel like it lacks a skip option. I thought that if it's a final fantasy game, then the team members would fight side by side, but i was disappointed a bit when i saw the pokemon mechanic and characters swapped instead of joining :(
But the game has potential! And if you have managed to write your code nice and clean, it might be a good template for larger projects. Because it has a solid fighting mechacnic which works clean, it has a solid UI system which works clean and exploration also feels clean, you can enter/exit buildings and interact with items on the environment.
So my overall opinion of this game is 4/5 because it is working solid, all the systems are ok, the visuals are there but it lack some quality of life things like skipping text and audio feedback. I think you've done a great job, man!