Sorry for the late reply; I am curious about what you were doing that caused your game to crash, and if you have it or are willing to reproduce it, what the error was.
Sirlegna
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I really like the reverse Metroidvania. This could make a really fun speed run with an in-game timer. The character movement was a little too floaty for my preference, but was able to manage it. It was cool how every section was completable just sometimes with a little extra thinking. The level with the wall clings had that weird 90-degree fire which was the hardest in my opinion (gave up fire early). Then the double jump level has some poor collision on the first block after the spike. I got stuck under it without couching. Other than that it was a really nice game.
Awesome game mechanic. I am actually working on a cooking game for my personal project so very good job simplifying the representation while still having an excellent game feel. I agree with the others that an indicator of which "counters" did what would be very nice. With a bit of polish, I could see this being a fun single-player alternative to games like Overcooked and PlateUp.
Yeah, the hunter-aiming script is honestly a hack. It works but I would have loved to get a little more details. The biggest issue which I didn't realize in Unity until this game jam is Decals (The thing used to make the crosshair) doesn't stop at first render, it will keep rendering for everything in the render box for it.
You have one of the most interesting ideas I have played so far. However, I think it might be a little too ambitious for 48 hours. There are a lot of instructions front-loaded at the player at the beginning and not much play to learn. This makes the rating system used in the game kinda acting as a black box which is realistic as the game developer does rarely know why the player like or dislikes certain things, however for a game it makes it hard to master.
I could easily see this game being expanded and having a more hands-on version of Game Developer Tycoon. Overall, I like the game but I would have loved to see/play it after a little longer in the "development" oven.
My record is 8 taxis.
Awesome creative concept! Fairly certain there isn't another one in the 7k submissions. Great progression curve with more traffic as the game goes on. The was one small bug or feature I don't understand but sometimes taxis would disappear, unsure if that was because there is a time limit or if the drop-off location spawned on the same location as the taxis were.
Very cool game idea through, I could see this as a simple indie game if you plan to expand this past the game jam. The only change I would do is to make it where the drop and pick up buttons are the same.
Somewhat challenging but very fun.
For a first game jam game, you really did very well. The only thing I could see to really need improvement is the movement controls but I imagine that is only another 48 hours away. Lovely art style and keep on developing!
Also, the E and P button can be challenging for some players so consider allowing mapping or changing to something that can be played with one hand.
I like the idea. I think the presentation of the game could have done some more polishing, but overall really nice. A quick little improvement if you were to continue would be making it where the starting position could be random so that you cannot just kinda let them just build on top of each other.
High Score: 89
Two questions, one if you do script call after the add plugin command with the following code
SirL.MPTileBasedScaling.refresh()
Does it work?
The other question is, could you message me on discord at SirLegna#0273 and us schedule a time for me to walk through the issue and see if I can determine a long-term solution?
Yep, MogHunter recently updated their site. So Here the new link. I will update this page tonight and the plugin with an updated link
https://mogplugins.wordpress.com/terms-of-use/
As you may know, there is an on-going effort to port all plugins in the generator to MV. With this anyone who currently working in MV could make a request for a specific plugin to be ported sooner than later. Now some have wished for the Better Script Command plugin to have such port, however it is using MZ specific Plugin Command window to do the magic. Due to MV using a single line for it's plugin command input, it would be far more restrictive than the built in script command.
There was thoughts of using MV comment command through, however you are limited to 6 lines in comments. Which is far less than the 12 lines in the script command.
Solutions are still being looked into how to get multi-line script calls in MV, if you have any suggestions and are willing to share please let us know.
Thanks for your understanding and support!