Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

doomm

47
Posts
10
Topics
2
Followers
A member registered Aug 29, 2016 · View creator page →

Creator of

Recent community posts

Gamemaker!

GameMaker Language anyone? No? Just me?

The music sounds perfect for the kind of game im planning to make! Unfortunately though, i cant dm you if im not in the same server as you or friends. And your friend requests seem to be closed. If you want to keep them closed just dm me instead: CurrentlyPending#1901

probably yeah, try learning other engines tho. Roblox has actually gotten really powerful, but engines like unity or godot are even better in a lot of ways.

I know im a little late, but if anyone can draw pixel art at all (or at least better than what i could do >><<) then please DM on discord at CurrentlyPending#1901

a jam about time. community · Created a new topic whoops?

i just realized i joined this jam about 4 days late. will i still be able to do something?

5/5

nice

Alright - i could not finish this game because there were just SO. MANY. BUGS.

you CANNOT go into a wall. you will just freeze up, unable to move. 

sometimes, when i move left or right, only 1 person moves.

idk man but something tells me i wasn't supposed to hump walls for 5 minutes just cuz there was no other way to get out of a hole.

Bugs aside - everything else in this game is perfect. the level design is honestly really good, the art is amazing, the music is amazing (it sounds familiar...), and just the concept is really unique. I was stuck on one particular level because it just took 4 years to scale the wall, and 8 to get the blue guy to line up. im a bit mixed about this one. 

3/5.

???

where do i go

why do keep dying to these platforms

damn this music slaps

- me while playing this game

(2 edits)

I feel like a major problem with most of the jam games is incomplete communication, or bad/no tutorials.

for most of the games, i have to spend at least 5 minutes repeatedly dying or doing the wrong thing before i figure out what the hell im supposed to do. not this game though.

it might just be because the concept is so simple, but everything here is communicated so well, and the only thing that wasn't was the fact that you had to press space to select play, and that only took around a second. besides that, it wasn't immediately obvious you had to duck under the flying enemy, because i tried to shoot it, but thats probably just me.

as for the gameplay, its really simple, but fun! and also it goes really well with the theme.

love it, 5/5.


edit: art is also amazing.

so, i use gamemaker studio 2 with a desktop license, and the next one up, web license, costs nearly 200 canadian. if you look at the "submissions in need of rating" board, you can see that all the non browser games are at the least rated, and the browser ones have nearly tenfold what the non browsers have. if you can see this post, PLEASE rate the non browser entries. I know it might take more time to download, but not only will it probably run better, it only takes about 10 more seconds.

you dont even need to unzip. 

please, we need to fix the huge gap.

no i mean, you put the same comment on this game like 10 times

the gamemaker studio 2 tutorial link is broken, it just leads to the bullet fury unity asset.

u good bro?

ok, this game DEFINITELY needs a small tutorial at the beginning. it took me a good 2 minutes to figure out what i was even doing. On the bright side though, whoever made the music and sfx deserves an olympic medal. jesus. the art's pretty good, especially for a beginner artist (definitely much better than what i could ever do).

I can definitely see what you guys were going for, and its honestly pretty cool, but its extremely confusing at first and the platformer parts just feel weird.  Also, idk if this was intentional but at random times the speed just went way down. I love this, and i think it deserves more. definitely gonna be amazing if you improve it after the jam!

overall: 3/5

fun: 3/5

theme: 3/5

game design: 4/5

right, ill start doing that from now on

oh lol thanks. i thought it was standard practice to use the installer bc it was faster but i guess not. 

read above

(1 edit)

this game is weird.

the art is so GOOD tho. jesus

the music is strange, but unlike other games with strange music, this one actually fits the game.

i thought the dialogue would be trying to hard and make itself look cringe, but it DOESN'T. i have no idea how, but the dialogue in this game is perfectly written. It gives me toby fox vibes, which is always a good thing.

pov: you just started up the game

you see 3 doors and a weird green creature. i spent a good minute trying to figure out what the hecc i was supposed to do here. after that you come into a door and you see a bunch of text clipping

i think i might have clicked one of the buttons by accident and started a conversation. no idea what i was talking about. took me about 5 minutes to learn how the dialogue system works, and also to learn that the npcs are randomly generated when you enter a door. 

a little backstory and maybe a tiny tutorial, and maybe fixing the text clipping and this would've been 5/5. cool game, i like. 4/5.

P.s forgot to mention but theme is ???

I'm not sure if it was meant to be this way, but this game was hilarious in irony. The typos and the joke about the matrix pills at the beginning made me not want to take this game seriously, and because of that made me laugh a lot. it might just be my crappy gen z humor, but this game was hilarious. (you decide to CASUALLY ignore the note about a delusional patient)

Jokes aside, a surprising amount of work was put into the story and and finding the right stock images. Also, it goes pretty well with the theme, so good for you! 

4/5 overall, nice.

69mb nice

hi. I use gms2 for all my games but i only have the desktop licence and was wondering if anyone had the web licence.

If you do, tell me in the comments of this post or dm me on discord. I am:

CurrentlyPending#1901 

I fixed all this in v2. Try it! Zeno said it wasn't against the rules to update your game during the rating period, just that it might cause some problems.

(1 edit)

Well, my point was that even if you did it on purpose it isn't really fun to have to restart a level because you have no idea where you are.

(Also, I know that you probably would have worked most of the stuff I said in the game if you had time I just wanna at least give a few pointers that you DIDN'T know if you are ever doing a future project)

how do you change the thumbnail for your game?

alright there i did it

Okay, good things first: The mood is nice, in my original review i said it was too dark but thats because i was playing outside and it made everything look super dark. Now that I can actually see things, The mood you set and the darkness is actually really good. The game is really fun, and fits the theme pretty well. The music is fitting, and so are the assets. 

Ok, now for the criticisms:

1.Right off the bat, The UI looks very placeholder-y. Just grey buttons with the default font and black background. It feels weird to not have a "new game" button and just a level select..

2. I spent about 5 whole minutes in the first room trying to figure out how to get past the guards viewcone (view-rectangle?). My first instinct was to somehow push the giant pillar in a way that blocks his view. So here is me, spending 3 minutes humping a pillar and pressing all the buttons on my keyboard to see which of them pushes the pillar. Then, suddenly, I turn invisible for a few seconds. I spend another 2 minutes trying to figure what button pressed to cause that, and finally, I get past the guard. It was only after this that I realized that there was a controls button in the menu that explained everything. I didn't click it because A. I thought the controls would be obvious and B. I didn't even notice it. A mini tutorial or at least a floating block of text would have saved me 5 minutes of my life. You gotta remember when making a game that people can sometimes be dumb.

3. The assets... My god, the assets. Even though they are fitting there is 0 animation so it looks extremely strange. Everyone is t-posing. Maybe put a LITTLE animation on them.

4.The map design is weird. This one is a little more nitpicky because the maps are pretty small anyway. But if you were designing a bigger map, you gotta rework your map design. You have no idea which direction is the right direction you often go the wrong way. Again, this is kind've nitpicky because the maps are tiny and walking in the wrong way for 1 step will make you realize its the wrong way because you can see the end of the path but if you were designing a bigger map then this would be a big problem.

5.The controls feel awkward. Eventually you get used to them but the fact that W doesn't move you straight ahead is a little weird,

6.The difficulty ramps up way too fast. The first level is actually really good in terms of difficulty, but then it just ramps up way too fast and quickly feels punishing and gets you out of the flow state. 

7.The invisibility isn't that polished. It works fine when you first use it but it would make it much better if you could see yourself when you turn invisible, maybe just turn down the opacity or something. There were numerous time when i was invisible and fell off the map or bumped into a security guard. Also, show the timer and how long the invisibility lasts and how much longer I have left.

Conclusion: Very fun game with a gigantic scope. The music is really good, and the addition of sound effects are also a great touch. Has a few issues, but they can largely be ignored while playing. Extremely ambitious for 48 hours with no team.  Overall I'm giving this a 4/5.

Do you mean restart the level when you die or have a button to restart the level?

okay, good stuff first: The level design is really good, and the level of polish is unreal. Its very fun, suits the theme very well, and the puzzles are nice and challenging.

Now for the criticism:

In the second room, i spent about 2 minutes trying to figure out what the heck I'm supposed to do, until I accidently pushed the big box and realized that's what I'm supposed to be doing. the fact that it shows the controls at the beginning is great, but a bit of briefing on the mechanics would have also helped. Even just a few visual cues like a specific color means that an object is interactable would help a lot. 

The disappearing spikes are really punishing. You might be able to put your cursor somewhere to keep track of 1, but after that its just guessing, and randomly guessing distance while also being sent back to the start if you guess one wrong just isn't that fun.

The boxes that you need to move are really slow, I keep holding down left or right for 5 eternities and it ends up moving 2 cm. Just make it a tiny bit slower than the player.

There are 2 animations: Idle and Moving. There are no pushing animations, going into a door animations, or even jumping animations. The character feels a little stiff with just 2 animations, and pushing the boxes also look really weird.

The game is kinda devoid of sound. There's a jumping sound and thats it. If you were going for a kind of barren vibe, then there's ways to add more sounds without killing the vibe.

Theres no win screen. when you get trapped in the thing in the final level or go through the door then it justs kicks you back to the title screen, which feels a bit weird.

Conclusion: Most of these criticisms are just nitpicks in an otherwise really good game. Combine this with the fact that this was made in 48 hours AND this is a beginner jam, an you got one of the best games in the jam. My overall score is 5/5.

hey man i had a super long review that i spent like 20 minutes on but i forgot to click "Post comment" before going to another page. I'll rewrite it later just know that i have a lot of feedback

Ok, let me say the good things first: The game seems pretty polished, with box eyes and Flashlight artwork. The jumping different amounts depending on how much you hold is a great quality of life feature too.

Now for the criticism:

The Boxes are really frustrating to climb, i keep bumping into them and smashing my head on them, making it pretty hard to navigate.

Despite the flashlight, the boxes are still really hard to see. Would be nice if the flashlight had a bigger viewcone, or the boxes were visible for longer, or if the eye patterns were explained, or all of the above.

The level looping is really strange, it would have made more sense if it was on a timer or something and you were constantly trying to beat your best time or something, but you aren't. Maybe a few more levels or a least a win screen where you could restart would be cool.

A background could have helped a lot, or maybe even a few effects.

Conclusion: Amazing and really fun. The level of polish and prototyping is very high, especially for 48 hours. Could have had a bit more work in a few areas, and is really short.  Overall i'm rating this game 3/5.

Ok, first off, the good things: The artwork is really good for 48 hours, the effects are really cool, and the little magnifying glass cursor makes it not too much of a hassle to find which things he can hide behind. The slide movement was weird at first, but ended up being really fun!

Now for the criticism:

The gameplay is repetitive and gets tiring fast. Would have been nice to have different levels with varying amounts of difficulty or more mechanics.

Despite the art being really good, there could have still been a little animation to make it feel more alive.

I know you said that "There are actually hints! Admittedly you have to look closely. "Winter" can only hide in some of the places (e.g. not behind a wooden log or a dead tree). If you are standing next to a potential hideout, you can in fact see a slightly different image (of the tree or stone ...) if he is hiding in there!", but the hints could have still been a little bigger. even if you look closely, its still mostly just guessing.

Verdict: The game feels really polished, with visual effects, fun and clean sliding movement, great artwork, cues that make the game less confusing, and fun textboxes. At the same time, the core gameplay loop isn't very fun, and could have spent more time in the prototyping oven. This is an AMAZING game, for being made in 48 hours and by a beginner, so im gonna give it an Overall Score of 4.

i'm actually doing surprisingly well. I've finished my main concept, and im now making more levels and polishing it up. Huge thanks to SDC discord for helping me playtest.

Hows your game going?

i use gamemaker studio 2 and my discord is CurrentlyPending#1901 . DM me if you're interested.

I'm still open.

I use Gamemaker Studio 2, and im fairly beginner. I would prefer to talk in chat instead of voice. Other than that, i dont really have too many skills in one particular area. You can contact my discord at CurrentlyPending#1901

uhhh guys did 2 years really pass by that quickly