You've done it again! Another great game. :)
RiverGiantGames
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Thanks! It was definitely inspired by the Tycoon series.
I recall that bug. I know it is possible to run out of options, in which case the game would default to "post a selfie" as all the options. I thought we had patched it so the game would end before that happened though. Hmm. We'll have to return to this soon and look into it.
Lots to like here for an early demo.
The good: I really like the "feel" of the game. The character movement, and combat feels nice, especially when played with a controller. I enjoy the Spelunky-style level generation, and the mixture of enemies and items present. The music is chill and soothing, almost Stardew Valley-esque at times. The UI is looking fantastic, your button / screen designs are smooth.
Possible improvements: The first thing I noticed is I couldn't get Skill 1 to work, but perhaps my controller's LB button is broken and this is the first time I've noticed (ha). I enjoy the item enhancements, but noticed that sometimes they overwrite a previous improvement (at one point I lost my double jump when I acquired another item, which was a bummer). Is there a way to regenerate health? I'm not sure if it is a necessity in the game, but if it is does exist, I didn't figure out how to do it. I also found that when I reached the bottom of each floor the UI began to get in the way - it would be great if the camera panned a little lower so as to not obscure the character / enemies. Lastly, a simple 'pause' menu to exit the game from would be nice.
All in all, great work so far. I look forward to seeing future developments.
The objective is to correctly fulfill orders by placing incoming inventory inside the delivery zones on the right side of the map. Each delivery zone has a set of 4 counters, representing a crate, potions, fish tank, dragon cage (in that order), by successfully placing the required crates within that zone, you clear those crates from the map, score 10 points for each, and add 8 seconds to your timer. Sorry if it seems confusing! The game was made for Ludum Dare 42 under the theme of "Running out of space". The overall point of the game is to score as many points as you can before the crates overwhelm you and you run out of time.
What a wonderful submission! All around beautiful. I really appreciated the Art, Music, and SFX. I also liked how the game play didn't hold your hand, and allowed for exploration / self discovery to some extent of how to progress. The lighting effect was also really well done, however, I found it led me to moving around somewhat stilted, as I would often wait for the light to recharge if it got too dim.
This is great! Your art was spot on. I especially loved the "energy" sprite. It was also fun to play, and I enjoyed how the difficulty really ramps on you. Enjoyed reading your write up on it after I played it, as I definitely ended up crashing into asteroids for energy near the end, haha. Also liked the sound effects, and the little theme that plays right when you open the game, nice touch!
Thanks! Originally the plan was to have a different mini game for each task. The mini game that made it in was originally meant to be practicing and instrument, which would have made more sense, hehe. As I'm sure you also experienced however, as the jam counted down, we had to start making drastic adjustments.
I had accidentally used if(keyboard_check_pressed(ord(1)) { } instead of if(keyboard_check_pressed(ord("1")) { } and that was causing a whole mess of problems for me strangely. Could be a similar problem, also could not. Good luck!
Edit: ord(1) works perfectly fine in the windows .exe, only caused problems in HTML
Edit2: Also, it turns out when exporting to HTML5, if you've used any draw_text(), the font needs to be included in the project, and set using draw_set_font(). Which is not the case in Windows.
I really enjoy this game! I completely disagree with the previous comments that it is too difficult. Games are meant to be difficult! Took me a couple tries to get used to it, but I managed 19 customers on my third attempt (using a mouse too)! Great job, was really nicely polished. One of my favorites.
I have the HTML 5 plugin for GMS2, I TRIED to deploy my game that way, however, when I did the UI was all messed up? I will need to look into what went wrong more in the future, but due to the tight deadline of the Jam, I had to just deploy windows and call it a day.
Edit: I'm assuming there is a simple reason everything went wrong, and I'm just not familiar with how it deploys to HTML5, but I was bummed that it wasn't as easy as just swapping it over to HTML5 and calling it a day.
Really cute concept! It plays quite well. Had a couple times where I kept getting robbed at bad times, hehe. With more polishing in the future, could be fun to have the pet "mutate", much like a Tamagotchi grows up, with a slight boost in difficulty for each mutation. All in all, well done! It really does have the feel of a 90's pet simulator. :)