Thank you for playing my game and I'm glad you liked the idea
Dabble Games
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The audio definitely shouldn't be challenging to understand. I am new to using the speak text in construct, I have heard other comments about it spelling out letters rather than saying the word. I am still learning things.
Basically, you take turns to press a key from a to z. If a green key is pressed it turns blue and if it is pressed again when it's blue it turns red (this is a trap) and if it's pressed when it's red you are eliminated.
At the beginning some keys will begin blue so will become traps when pressed for the first time. Their positions are random (I should have made this clearer by jumbling them up on the main menu). The key to winning is to remember where all the traps are so you don't get eliminated.
Hi thanks for playing my game, I can definitely see how a mine sweeper style mechanic could add an interesting layer to the game. Maybe it could work as a powerup in a future update or version. I appreciate all the ideas, I wanted trap key to be more about making decisions based on memory and wanted some element of luck too.
To be honest I'm not the best developer i still have much to learn. My hope is to inspire others to make games be it beginner or seasoned. I believe the most important thing is to keep experimenting and having fun in the process and if it's given you more ideas then that's awesome.
Hello and thank you so much for your constructive feedback. I'm not sure why it was not speaking like that. I am still learning a lot of things. When I first made this game every letter would start green, and when pressed again it would turn blue and if a blue key was pressed it would red to indicate it is a trap key which when pressed eliminates a player.
However, if every key begins green it's possible for a player in a two player game to always win by simply pressing the last key that was pressed forcing the other player to eventually press a trapped key, which is not how I want players to play. I could have had every key start green but prevent a player pressing the last key pressed but I don't think that would work very well either. So I made the game begin with a random number of blue keys which only need to be pressed once to set a trap, and their position is random too. I should have made this clearer by having the blue keys on the main menu jumble constantly. I think the best way to remember where all the traps are is to make a word with the trap letters.
Unfortunately I only know how to make local multiple games but I do know someone who can make it for me so you can play with anyone in the world. I could also ask him to perhaps have an option to select which powerups you want in the game to spice things up to encourage players to choose keys which have not been chosen. Eg I could have a skip turn power up, and reveal a red trap or set any key to a trap powerup which can be used at any time by that player.
Wow I have never had so much constructive feedback from a jam before. I very much appreciate it and you have all come up with some very good points to help me to make my game better.
The idea of making line logic puzzles came from binary placement grids which i have made many of. But using two rules rather the typical three makes it simpler to understand and solve these puzzles. I felt that grids would be too difficult or time consuming for blind player. So I made much of my book titled binary strips: 1000 puzzles by Kirk Clarke into digital form to allow greater accessibility.
There is a lot of comments about the controls, i don't think you can properly test this game with your eyes closed, my thinking about the controls was that blind players would use a special keyboard with braille and that selecting the cell by pressing a number would be quicker and easier for them. But after reading your comments I realize i probably should have had other options to select the cells such as with the arrow keys, and i do love the idea of pressing up or down to select a digit to insert rather than entering 1 or 0. I reserved those keys to display the digits at all times. Saying empty would definitely make more sense. The idea I like most was pressing a button to listen to the sequence in order so players can visualise it, I think that was a really awesome idea! But I want to thank everyone for their comments
it's pretty random really when it stops working, when I tested it I got to the end without any problems and assumed it would work perfectly for the larger deck but the issue is with both. I made a lot of changes and updates believing I had found the cause but unfortunately I didn't find it. I probably need to learn about arrays or find another way to shuffle a deck. This was the first time I tried to do this, and i was probably being too ambitious. I completely agree, it would be a bit annoying to hear repeated instructions. I will definitely take in your points when I update this
I think adding an option to adjust the speed is a great idea. I’ll definitely look into that for a future update. As for the deck selection, I love the idea of incorporating more unique and zany options, like decks with only odd cards or missing cards—I'll keep that in mind as I continue to improve the game. Looking back I think it would have been nicer to have the computer have just black suits and the player only red suits, or completely shuffled like I had, and to read out the suit as well as the value.
Thanks again for your feedback, and I appreciate your support!
Thank you so much for your constructive feedback! I think that's a fantastic idea to add an option that shows what cards have already been drawn. Not only would this improve the player's experience, but it would also have helped me identify any issues with the game during development.
I also realized too late how challenging it can be to keep track of the cards that have been drawn by both the player and the computer. I’ll definitely consider implementing this feature in a future update if I get the game working properly tto make the game more engaging and easier to follow. Thanks again for your thoughtful suggestion!
Hey everyone, I just wanted to give you a quick update. This game I made for the jam is currently not working as expected. I thought I had fixed the major problem several times and want you know I'm aware of the issues, and I'm looking into them but I don't think I have time to fix it. I really appreciate your patience and support! If you run into any specific bugs, feel free to let me know. Thanks for checking it out!
Hey everyone, I just wanted to give you a quick update. This game I made for the jam is currently not working as expected. I thought I had fixed the major problem several times and want you know I'm aware of the issues, and I'm looking into them but I don't think I have time to fix it. I really appreciate your patience and support! If you run into any specific bugs, feel free to let me know. Thanks for checking it out!
I really enjoyed the little touch of the pink square character flattening and rising when landing from a jump. It added personality however the need to wait for the animation to finish before jumping again interrupted the flow. It would feel much smoother if you could jump instantly. The variable jump heights was a nice feature, but in this game I think it would have worked better if the jumps were always set at the maximum height to make it easier to jump over the dog enemies, I know that would remove the challenge but I believe controls should always help the player to do what they want to do.
Visually the game is stunning, the backgrounds and overall art style are fantastic. I especially loved the dogs - they looked so cool and fit the world nicely but I did notice the dogs are not quite on the same ground level as the pink square character. I'm not sure if that was intentional or just a mistake. But they sometimes started a little too close for my liking when I started a new level. I wanted to keep moving forward but I couldn't do that without bumping into one. These are small things but I think they could make a big difference.
I like that once you collect the stars you can't go back and are in the new dimension. Talking to the different ghosts and getting a new item in your inventory was nice, I just didn't know what I was supposed to do with my items to finish the game, I'm guessing you have to talk to the correct ghost when you get a certain item, and do a lot of going back and forth. Overall a good entry, well done.
This was the first first-person platformer I've ever played, and it was an interesting experience. The game also surprised me because I didn't know Gdevelop could handle 3d games. It was impressive to see the engine used this way, and is definitely more advanced than anything I've made using that engine.
However, I quickly found out why its such a rare genre. Judging distances, and making precise jumps was challenging, but that's not to say you shouldn't keep working on it and perfecting it because there are some games out there that I have seen such as portal and mirrors edge which are first person platformers and they are highly praised. I think your game is a cool technical achievement but because of the genre it probably needs clever design to work well.
wow this is a very ambitious game to make in such a short time, it has great sounds and is coming along really nicely, I hope you develop it further.
I'm sure you have lots of ideas for this but some improvements I would suggest: make the player respawn when they are outside the layout, allow players to make and save multiple levels, a clear screen button, score, spikes at different angles, and conveyor belts.
wow this is a very ambitious game to make in such a short time, it has great sounds and is coming along really nicely, I hope you develop it further.
I'm sure you have lots of ideas for this but some improvements I would suggest: make the player respawn when they are outside the layout, allow players to make and save multiple levels, a clear screen button, score, spikes at different angles, and conveyor belts.
Im glad you found it fun, I have made an update because I wanted players to feel a bit more excited when they see a new colour paddle so I have included a unique sound for each one. If you get a score of 10,000 which I have done once, you will discover a cheat which unlocks all the paddles = simply keep pressing right in the main menu screen.
Hello, I have recently submitted a multiplayer video game called trap key for your competition, which is similar to many board games in that it requires multiple players. But i also have an idea for a single-player video game and would like to know if submitting both would be allowed under the competition rules, as I understand there is a prize involved. Could you clarify if multiple submissions are acceptable?
Hi thanks for playing my game, and for the feedback. Asteroids do normally bounce off the enemies however if an enemy UFO crashes into an asteroid which is locked in place with your tractor beam then it will destroy it, this is easier to accomplish when your score is low and by zooming carrying an asteroid, just be careful though not to use the tractor beam for too long because asteroid can crash into you
I do think space invaders combined with either pong or snake or breakout could work well. It would be cool to discover what game you get by mixing different classic games together and see how hard they would be to play. I have come across a game, not on this jam, but which was like snake and pacman, and it was a really good puzzler, you collect the dots and get longer as expected in a maze and then have to plan which way to go so you don't crash into yourself, I don't think I will find it again as I've forgotten what it was called. But you can definitely make some nice combinations suitable for any skill level
I won't lie it is a hard game and it gets harder as your score goes up. The asteroids will travel faster and the enemy UFOs get better at evading. Seven is a very good score especially considering the controls are alien to you (pun intended).
My highest score so far is eleven, I think it helps to stay above the enemies because then you have an easier time shooting without getting shot, also you can use the tractor beam which is effective when you are higher especially if you zoom (press d) and are carrying an asteroid or if you wait above an asteroid the enemy is on a collision course with then use the tractor beam while above. You do have to be careful using the tractor beam though because asteroids can be destroyed by other asteroids and they can rise and destroy you like you mention when the tractor beam is used for too long, but to prevent this you can either release spacebar (stop tractor beam) or hold "w" to rise higher before the asteroid is pulled into you.
You are right i probably should have set the controls differently, I am getting a lot of comments about them. Maybe the arrow keys for movement and "z" and "x" for weapons would be better default controls
I have never tried playing two games at once until now, which is why I probably suck at this, it seems to require a crazy amount of skill to survive even for a short period, but a very interesting idea and challenge! I'd love to see what else you make. I think it would be awesome if you could choose which two games to combine from a selection.