lollll now this is HARDCORE !!!!! adorable
mx176
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That video was pretty good, thanks for sharing the link! 100% agree, this looks like a good start, but there are a million other games with this exact formula (jump on thing to kill/score points) and many with "better" assets.
What is the focus for this game? The theme? Will it be the cutest game character that draws the players in? Or do you plan on adding some crazy mechanics that will make it most fun to play? This feels like a random test project. The name makes it sound like something gore-y and then the player is a cute little..gameboy?Pick a theme and really run with it if you want to stand out.
Anyway my favorite part is how the enemy blobs get squashed and you get to stand on them before they disappear. I feel like character isn't very responsive, I can't control how high the jumps are, but it's nice when it happens to land on the enemy.
(Didn't make it past the first level, played in browser)
I like the colors and explosion effect, it's like the enemy just disintegrates. Nice minimalist look.
Was it supposed to be possible to shoot the lil guys after they land? It says "don't let them land" but they just stand there until I get shot by one of the rockets. Will they suddenly attack later if I'd stayed alive longer..?
Thanks for sharing!
(played in browser)
The game's looking good, looking forward to seeing how it grows!
I was running the steam version and managed to crash it, the game window just disappeared at about 30min. I wrote down what I was doing and tried to do it again but this time I could just keep playing as normal. I hope the logs tell ya what the crash was about, but anyway here's how the game went before the crash:
I had built a house for two people I'd made and all was going good. One of them had made a painting, the other one some salad. Both had accepted the firefighting job. One of my tiny duo was ace and aro, I think it was the cook.
I had the cook walk to neighbors house and tell a joke to a neighbor. Then told the cook to go for a run and they left, then I switched to the painter.
Told the painter to stop painting, to go to the same neighbors house. I was still zoomed in to the neighbor who was standing around soulfully like a cactus with pants. The painter's task icon had turned to the mapping?/walking? one, and there was nothing in queue before or after that. Game crashed as I was still looking at the neighbor.
= I had told the cook to go do a sport but wasn't paying attention to them and they were off screen so don't know if they were slacking off somewhere.
Not sure how to attach files here but the log has this (I still have the save file if its needed):
[6/26/2021 7:22:01 PM] [Warn] Couldn't initialize Steam client
System.DllNotFoundException: Unable to load DLL 'steam_api64' or one of its dependencies: The specified module could not be found. (0x8007007E)
at Steamworks.SteamAPI.Win64.SteamAPI_Init()
at Steamworks.SteamClient.Init(UInt32 appid)
at TinyLife.Sdks.SteamSdk.Initialize() in C:\Users\me\Documents\TinyLife\TinyLife\Sdks\SteamSdk.cs:line 18
[6/26/2021 7:22:02 PM] [Info] Texture packing took 3.564ms calc, 92.1986ms pack, 95.7626ms total
[6/26/2021 7:22:02 PM] [Info] The resulting texture is 2048x2048 pixels
[6/26/2021 7:22:03 PM] [Info] There are 108 actions, 65 are random, 2 can be executed at any point, 61 solve needs
[6/26/2021 7:22:03 PM] [Info] There are 82 emotion modifiers, 13 are conditioned
[6/26/2021 7:22:03 PM] [Info] There are 68 furniture items and 96 variations
[6/26/2021 7:27:22 PM] [Info] Saving game to C:\Users\ \AppData\Local\Tiny Life\Saves\tataa\Save.dat
... aand several saves later:
[6/26/2021 7:50:40 PM] [Info] Done saving
[6/26/2021 7:53:32 PM] [Fatal] There was an unhandled exception
System.NullReferenceException: Object reference not set to an instance of an object.
at TinyLife.Actions.ActionType.IsReadyForRomance(ActionInfo info, Boolean automatic) in C:\Users\me\Documents\TinyLife\TinyLife\Actions\ActionType.Utilities.cs:line 114
at TinyLife.Actions.TalkAction.TalkSettings.CheckCanExecute(ActionInfo info, Boolean automatic) in C:\Users\me\Documents\TinyLife\TinyLife\Actions\TalkAction.cs:line 194
at TinyLife.Objects.Person.EnqueueAction(ActionType type, ActionInfo info, Boolean automatic, Nullable`1 variety, Boolean priority, Boolean force) in C:\Users\me\Documents\TinyLife\TinyLife\Objects\Person.cs:line 1047
at TinyLife.Objects.PersonAi.StartAutomatically(ActionType type) in C:\Users\me\Documents\TinyLife\TinyLife\Objects\PersonAi.cs:line 150
at TinyLife.Objects.PersonAi.Update(GameTime time, GameSpeed speed) in C:\Users\me\Documents\TinyLife\TinyLife\Objects\PersonAi.cs:line 95
at TinyLife.Objects.Person.Update(GameTime time, TimeSpan passedInGame, GameSpeed speed) in C:\Users\me\Documents\TinyLife\TinyLife\Objects\Person.cs:line 485
at TinyLife.Objects.MapObject.DoUpdate(GameTime time, TimeSpan passedInGame, GameSpeed speed) in C:\Users\me\Documents\TinyLife\TinyLife\Objects\MapObject.cs:line 279
at TinyLife.World.MapSection.Update(GameTime time, TimeSpan passedInGame, GameSpeed speed) in C:\Users\me\Documents\TinyLife\TinyLife\World\MapSection.cs:line 78
at TinyLife.World.Map.Update(GameTime time, TimeSpan passedInGame, GameSpeed speed) in C:\Users\me\Documents\TinyLife\TinyLife\World\Map.cs:line 162
at TinyLife.GameImpl.DoUpdate(GameTime gameTime) in C:\Users\me\Documents\TinyLife\TinyLife\GameImpl.cs:line 266
at MLEM.Startup.MlemGame.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at TinyLife.Program.Main() in C:\Users\me\Documents\TinyLife\TinyLife\Program.cs:line 24
Looks clean and has a nice dreamy vibe. Solid color choices!
I was wondering 'was that all' for the first couple levels and then comes the magic! The tutorial was well timed I think.
And... Okay, I actually don't care for puzzle games and was reminded of this pretty quick ^^; but I imagine this piece is awesome for puzzle enthusiasts. Well done!