Wow that was fast! Looks to be fixed on my end.
danwithfaintpraise
Creator of
Recent community posts
This was awesome! The way all the tools each had their own specific mechanic but you could only hold 2 at a time was executed perfectly and led to some great puzzles. And your sliding block puzzles were great. The lever you had to hit with a seed in level 2 was pretty hard to see though. And for some reason the final boss sprite didn't load the first time I entered the level, but once I got back into the boss level (I figured out I could by pressing Ctrl+Enter on the title screen, was that for debugging or was that intentional?) the boss worked fine. Overall though this is one of the games I've enjoyed the most from this jam!
I really liked this! A couple of nitpicks though:
- I don't know exactly what the options are in GameMaker Studio 2, but in GameMaker Studio 1 you are able to export a game either as a standalone .exe or as a .zip file (containing the .exe), rather than as an installer. I think for jam games especially it's preferable to have something a player can just download and run as opposed to have to install it.
- I don't think the issue with the jump is that it was too "floaty," per se, but rather that it's too fast, as vallian88 said. You'd ideally want your jump to slow as you reach your max height, which I'm not sure if yours did. That said, in a short game like this with small rooms, it wasn't a game-breaking issue.
- Sometimes when I clubbed the final boss he'd make a face, and sometimes he wouldn't, so I wasn't sure if I was doing something wrong or if there was some hitbox inconsistency.
All that said though, I had a lot of fun with this and you should be very proud of it as your first completed game. I liked how you made different branching paths to explore, the shooting enemies were thoughtfully designed with their limited kill-able window of time, and having the 5, 10 and 15 melon gates was a nice way of dividing the game up into distinct sections. Great job!
Really cool! Even though I didn't try it, I love how it's really Gameboy compatible. I wasn't a big fan of the high knockback force when shooting horizontally (though I'm guessing it's that way so you can shoot down to propel yourself upwards) but it was still great fun and a really interesting and unique take on Tetris.
Short and sweet. I will echo the inconsistent jumping comments that others have made, it seemed like jump height was random which was a little frustrating, so I ended up spamming double jump any time I needed to jump. However I did love how you designed the progression through the game, there was a really nice flow of gaining new abilities (sword and shield) and then immediately having a new path that utilized them. The graphics and color palette were quite nice as well. Great job!
Really cool and ambitious concept! I think I may have tried playing it too late, as when I joined the whole map was blank. Once I had painted the map blue, I was able to join as other teams and paint a bit more. Unfortunately I did not encounter another player, but I'm really impressed with what you were able to make here!
This was cool! I definitely struggled on keyboard controls, but being able to plug a gamepad in and blast away the bad guys worked really well for me. I did feel like sometimes I would enter a room and not have time to avoid getting ambushed. But I had fun and I thought you did a really great job and managed the 64x64 restriction well.
Very cute! I liked the bunny's animation and how you incorporated a few different environments. One very minor nitpick is that the jump was very inconsistent for me when trying to get the the carrot in front of the other bunny, something to do with the slope I guess was preventing me from jumping when I pressed jump. But I got it eventually. Overall, great job!
This was great! I thought the environment was impressively readable given the resolution, it was very clear to me when there was water vs. when it was drained, and how the brown squares represented steps to enter or exit the empty pools. The little touches like the subtle lighting and the visual effects of the water really went a long way in creating an interesting atmosphere. Great puzzles, too. Awesome job!
I liked how figuring out which number keys to press was a bit challenging at first, and then just as I was getting used to it you introduced the 90 degree rotating spaces which bumped the challenge back up. The quick time limit really puts the pressure on, which makes it more satisfying once you solve it. Excellent job!