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EyeBall Tank

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A member registered Aug 29, 2021 · View creator page →

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It's a neat concept, though I got stuck at one of the mouse levels.

* I said the game sort of exists as an excuse for me to show off different characters, so it's kinda like a glorified OC showcase.

* Also my very first game.

* The companion's jump/ladder attachment being manual, at least to me, would give the player a bit more control into where they could go and not restrict level design, as opposed to making them automatic. To me it was a matter of giving a bit more option (Even if still convoluted at that degree) and also not knowing how to make purposeful AI.

* The videos stop music because they pause the rest of the game. This is because having the videos play while the game is unpaused leads to lag, specially in browser form since the game is also on Newgrounds

* (You didn't watch the full ladder video either).

* The swinging rod was there to showcase that the player can use it, so it's optional.

* The soccer ball has an icon in the HUD that tells you when you have it, after touching the bag or picking up the ball again.

* In the sixth level: If you press Q + arrows, you could try being quicker at pressing left/down/right, so can switch states a bit quicker. You get Angela to jump while following you and then switch to "stand still" state so she stands in that one upper block, then "follow me" again so she could push the vase. Timing when to switch states and even planning in specific parts of a level can help.

I managed to get the 5 family members but got filtered by the boss fight.

Still seems very well made.

* I tried making gameplay related stuff stand out with pure black outlines while non-gameplay stuff has no black outlines and maybe some "dark grey" outlines at best. Gameplay stuff includes floors/walls/ceilings, stuff like switches/jump pads/pushables, coins, keys, other pick ups and even NPC's. Chances are some stuff needs to be redrawn/edited but there's probably so much that needs to be pointed at to me.

* I have plans for music and wanna try making some at some point. I wanted music to be made with the game in mind. I made a song for a trailer and wanted to see what else I can do with LMMS. Also wrote some music plans here https://docs.google.com/document/d/1Ua-ShLy6Z346w-tCx2dfHLl5o2VNHW3KdFtUMO6fTlw/...

* Sound effects depends on where I can get them and how I can put them exactly due to my still kinda poor gamedev skills.

* The kids got their dedicated jump button because making them jump on their own would be complicated to me. It could lead to scenarios where they jump in places you wouldn't want them to jump.

* In general, they were built around my current skills and what I thought could work, specially because I thought I could give the player "some" form of control and feared making the kid a bit too "automatic".

* Stella is a one time thing and the only other time there's a "third companion" is with a character that requires no climbing or health pick ups.

* I made the ladders longer in that area in KrimbLevel3 as of now (In general, I'm doing some level retouches).

* I technically showed the box in the cutscene before Hirdrih.

* The Companion's jump doesn't have that "if you press a bit more, it's a bit higher" thing the Player's has.

* If you get enough coins, you get an extra life.

* NPC conversations are all based on 4 lines.

* Anna Fresser isn't a character of mine. She's from HemoGlobinWorld's Dreadhunter and the idea is that she has a line before you lower the water and changes after that.

* In the Shihiro level, you could've met Ganya (By FairyGodBomber) after getting all the targets.

* If you wanted to know level passwords, the white square in one of the corners of the main menu screen shows a board with all passwords (And to disable it, you look at another corner with a similar square). Because the squares are green and have white diamond shapes but one has inverted colors.

* Yeah, I did trace over 3D models and even talked about doing that, just because I wanted to be quick with art.

* To me, that's just a recurring tile pattern that always existed. There's also an actual WW2 inspired setting later on.

* What pentagram are you talking about? And also, I already have another setting that has Hell, so the only pentagrams are the intentional ones for that setting.

* The idea of the hats in those drawings is that the cap represents the older sibling while the spinner hat represents the younger one. They don't represent any of the main characters visually and I wanted to try something more "universal".

* Ezcudos is based off "Escudos" which translates to "shields". It's based on the currency Portugal used to have before the Euro.

* The thing with the tutorials is that they used to have too many books and each with a drawing, so I went by having the illustrations put around the level and have few books for specific things while also assuming they could offer some info through visuals.

* When you enter the soccer ball state by pressing down, you then press left/right depending on where you want the ball to go or up to cancel the state.

* The point of playing as the companion is in case the main controls are a bit difficult but the game is still mainly built around that idea.

Also, you ignored the first book and the 2 screens, with videos I put to show off the main controls and ladder controls for the kid.

Managed to last a bit longer this time.

Like the humans' new lines and their attack.

I wonder, do you have plans to decorate the town?

Finished the other demo and I got to make Dirk more agile and stronger.

Loved that boss.

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The new level is cool.

Think I discovered a secret in that one night city map, where I even broke a wall.

Also realized that some weapons have alt fires like the rocket launcher.

Also loved how running into cacti can hurt you.

It's a strangely unique game (At least to me) but I managed to make some groups win.

I tried streamlinig tutorial levels so there's only few books with text and the rest is images you just get an idea from and all.

Unless you mean the instructions in the pause menu.

At first, the tutorial levels had various books to read and each one had an image.

People thought this was too much, so I ended up having some images that should be simple enough to indicate something and then the books are used for text that should give a bit more detail about stuff like controls.

I also have an instructions thing in the pause menu.

Like I usually say, it's my first game and one I got too ambitious at but I managed to add enough that I think the game has a chance to be finished.

Seems ok.

After the first rail, I like how there's a ramp after going through a tight path, because it works as a reward for going to a risky direction,

I wonder if spinning in the air could lead to a score system or chances of it affecting movement after landing back on the road.

And also the absense of invisible walls or the addition of air movement.

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By 5th level, you mean the one where the 2 characters are seperate and there's a conveyor belt?

If you fell off the belt, there's still an area with a teleporter where you can return to the belt, but you can still control the companion to activate a blue platform that leads to an area with 2 keys.


The game is pretty much my first, where I used it to learn stuff and also an excuse to show off characters and settings I thought of for a while.

What I noticed about the player character's sprite is how the cross thing works to represent the hitbox.

I love the visuals too.

This is awesome.

Love the movement options and melee mechanics.

It's a fun concept.

Is the hat supposed to work like Aku Aku in Crash where it sort of protects you?

Also, here's the Rentry I wanted to show you https://rentry.co/52pak

BTW, here's the Rentry I wanted to send you just in case https://rentry.co/52pak

Ideally, if you touch his raycast, he simply stops in that "laugh" pose before summoning a clone and then goes to run mode.

He can spawn at least 5 clones before becoming sticking to just running.

As for the spinning top: It's because the "staticbody" just changes the direction to left and right like a treadmill, but if you place your character right, you can see them move left/right while the part at the top is either in front of or behind you.

Because it's an illusion and if you don't time it right, you can see the tip suddenly going back or forth, because it's an extra sprite being visible and invisible at times.

Basically, the illusion works if you time it well but it's also not really a deal breaker and it's part of an optional path (Plus, the other way to get that key can also work for the balloons).

What's the Jester King bug, exactly? Because as of now, there's some red text in Godot about him using a non existing animation even though the name is correct in the code. I assumed it wasn't a deal breaker but I should probably revisit that and try to do something.

Yeah, Punch Monkey might be the first "side quest" I guess because with Ricotto and Karoline, they were part of the main paths of progression.

Bonka is full of weird gimmicks and some work, others are "eh" like the spinning top.

I tried to make sure the control/scheme was less annoying that I removed pushing the kid out of the ladder by accident.

But making them playable turns out to be a game saver.

With how the player can interact with some NPC's and also stuff like "conversations", I tried to use that to add more to the characters.

Same can go for the yellow paintings and books.

The game in general exists because I wanted to show off different characters of mine and even go along the idea of a "fake crossover".

(Hence the cute robot world and one that copies Sin City).

It's also my first game, so even if I can make things go forward, there's some limits bound to happen.

The art has issues for a lot of reasons, be it a weird resolution issue with Godot, to me rushing stuff to the point I trace over models on Blender.

I want to make the cutscene art a bit better like figuring out some shading. Whereas with ingame, I had instances of replacing some level prop art and some sprites were messed up.

Not sure about how I can go with tweaking physics due to the game's already weird structure.

I will say some things in the levels are "areas" that change the characters' states and how they interact with stuff like ice changes them to an "ice" state. This is because I couldn't find any proper tutorials about character and ice physics, so I borrowed some come from a tutorial project that no longer exists.

I have some ideas on what music should be but still want to leave that to a later stage of development.

Even the sound effects could be improved in the future.

But thanks for playing.

The hand is based off mine because it's a weird thing I could do since I was a kid.

I also did that thing in general as last time I'd do those tricks before I can't/shouldn't anymore.

I wanted to make sure that vertical level could still in theory be completed with regular commands but there's an obvious reason why "OP" is written in the left side with tree tiles.

I wanted the spider boss to be a bit more ambitious like maybe the Spider would go to the stage and attack you or somehow you could throw things at it.

Went with a simpler execution based on my current limits, but at least the background spiders are still there.

Depends on what I can do with sprites without messing them up, because with a scene like the level prop, I edited some sprites and they got messed up.

So I had to replace them differently.

It depends on how I can work with AnimatedSprite and avoid certain oddities.

I did have an idea of a secret interaction where the older siblings pet the younger ones on their head but all I have is a vague theory and it only being available under playable companions.

The explosion does look like garbage, but it can also depend on my overall limitations. Maybe I could get someone else to draw them a bit better in the future and maybe even had some transparent thing to simulate light.

If I'm not wrong, the explosion used for some enemies is a seperate scene on its own.

Most sounds come from FreeSound, with some selected under Creative Commons. I hope better alternatives are like that.

The levels got way too big because of stuff like lore and visuals, since Greklovick was me going heavy on sci-fi concepts and certain influences.

Probably has the most illustrations too, which is why the "animated" artworks are a thing now.

I still want music to be considered much later because I got some vague ideas on what they could sound like (Or at least, what references to somehow copy and get away with it).

That's a neat track but I also want something specifically made with the game in mind, so I'll still save the music part for later.

But thanks for playing.

It was short but I had fun.

Seems the chainsaw weapon is the only one with an alt fire.

I'm not sure if pistol ammo is a thing or if it gets ammo when I pick up shotgun shells, because I don't think enemies drop ammo.

I couldn't shoot at all at first.

So I had to press down and somehow rotate my angle.

Controls feel weird in a game like this.

Then there's how I basically have one life and the first stage already having too much stuff going on.

The game doesn't seem to have a menu that much.

I think you could have an easier place to check the game's controls, like something in the menu with the info written there in case people forget stuff from the tutorial.

(Unless I overlooked that).

When I use left mouse in inventory, the character still attacks.

There's no mouse on the pause menu and it still rotates the player's camera.

Also noticed some white text on the bottom left corner of the screen, which can be overlooked.

Pause menu might not even work.

I tried zooming out with mouse wheel but even that may not work.

I do like how the enemies try to remove the arrows that were shot at them.

Not sure if there's a "run" button.

Managed to have a stab animation with one enemy.

Managed to kill one target.

When I died, one of the guards ate a banana from me.

In general, there's a lot of stuff in the game that works and is thought out.

The way how chopping feels is kinda odd, because I wasn't sure if I should time it right.

So I kept simply clicking fast and upgrading it with what I got.

Managed to enter the inside of that tree and get to the mine minigame.

When I click anywhere in the inventory, I can still see the playable character swing the axe.

Will the mine minigame also have a go-up button?

There's some interesting stuff here.

Seems fine though I struggled getting into climb mode when I had to jump and then attach to a ladder with nothing underneath.

I've seen comparisons and comments like that.

I tried making the control scheme less annoying and even added the option to play as the little siblings.

It is what happens when your first game is a very ambitious project and partially an excuse to show off different kinds of characters.

I used a few sounds I could find.

I still want to make sure this gets finished.

Thanks.

It's pretty much an excuse for me to show off some characters of mine and a bit too ambitious for my first game, but lots of things went forward so I ended up sticking with it.

Nice visuals, hard gameplay.

My one pet peeve is that I had to install DirectPlay to play this, while I wanted to avoid updating my computer.

For some reason, the game closed at some point.

Weird because the gameplay seemed fine and I even went to the settings and managed to customized them with no problem.

But yeah, there's cool stuff going on.

But are there any lean controls? Because the camera does seem to kinda rotate to either left or right, as if there could've been some peeking-behind-corner mechanic.

Interesting game with neat character designs, though I sort of had to figure out the controls myself at first.

Simple game.

It felt more like an IQ test to me because I really didn't think much and my first two triple combos were accidental.

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The presentation and mood is charming.

The combat so far was fun and the use of fire to activate those pillars was neat.

Reached that place where I could use the shield to deflect fireballs from those lava snakes.

Because I'm not quite used to the controls (And think I reached an issue where explore/combat mode somehow switched camera modes), I accidently burned myself to death.

Like the aesthetic and Marathon influence, though the pistol had a bit of a long enough reloading for me.

I tried setting it to window mode but instead the window mode resolution cropped the text from the terminals, so I went with fullscreen.

It also seems the automap has the player walk on black empty areas.

For some reason, my computer's monitor said stuff like "for best resolution try blablabla" and when I quit the game, bunch of stuff I had open was in small windows.

At first, the shift key wasn't responding.

The game is fun besides that issue with the shift key I had.