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Solsund

10
Posts
A member registered Dec 20, 2017

Recent community posts

I like this game and see a lot of potential in it.  I played it Sunday after the ratings were closed (which is a shame as I would have rated it highly) and it seems to be V2.  People commented about how wonderful the music is but I get no music at all, just a sound effect that plays on level completion and one on death.

I'm going to be seriously annoyed if your game doesn't have a spot in Mark's final video.  I played over 100 of the submissions and rated about 100 before the time ran out on Sunday and none of them topped this one.  Some came close but yours just nailed it.

So the primary issue is that your character has nothing stopping them from jumping in mid air.  You've got some sort of code to detect when you've reached the ground because that's when the ever increasing gravity effect gets reset.  So whatever check you have for that needs to also be in the code for the jumping.   However, I'd guess you are using the Event block for "when Space Key pressed" because of the way that the operating system handles a keyboard key held down.  Instead I would suggest something like the following.

 

Jump_key is a variable created to track the input state.  It can either be local to the object or global depending on whether any other sprites need to know about it.  This code has an advantage that you can use Jump_key over and over again in the code instead of having to have put the key/mouse checks in over and over again.  It also means you could easily add a new button to mean Jump without having to change any spots except the one.

My space game has one of these input blocks for each player action and the code is in the stage.  This makes it so I can respond to movement commands in the Player sprite while allowing the player's bullet sprite to respond to the Fire input.

Of all the engines I expected to see in the Jam Scratch certainly wasn't one of them.  Congrats for putting out a game in Scratch even if it's not that complex.  I do game dev and was learning scratch to help teach someone who was starting in scratch and it can still be a pain to make a game in it.  I had to work out a good way to limit input for the little game I was making in it and can share it with you if you'd like.  

Good job on the in-game tutorial.  Would it be possible to design the levels in such a way to explain each the mechanics without having to use any words?  I feel that clever use of very restricted levels and maybe a drag animation to get it all started could do that.

This is close to the best game I've seen in the whole Jam.  It got 5/5 for presentation before I'd even gotten to the first puzzle.  That title screen was amazing.  The only reason I'm not giving this a perfect score is that it didn't keep unfolding mechanics that I had to work into the puzzles.  It only gave me one real AHA! moment compared to the other Jam game "Stuck again?" which did keep giving out new mechanics and forcing me into more AHA! moments.  I'm looking forward to seeing this game in the top 100.

I liked this game although I didn't quite get why sometimes putting a cog against the machine counted and sometimes it didn't.  The idea of having more enemies the closer the scientists get together was interesting and having the younger self share damage/healing with the older but not the other way around was nice as well.

Congratulations for being the only game in the bunch that I came back to play again.  My son loved this game and we spent way too long trying to find the Stay Puft Marshmallow Man outfit but were never able to find it.  I did once get big enough to knock the trees.  I'm also old enough to appreciate the SkiFree references.

It was a blast to go rolling end over end but without more levels it just doesn't really stand out like Stuck Again? despite your claim that it's using the same mechanic.  Being able to press to join/release makes it a very different set of mechanics.

I didn't even finish the game before I came out and rated it straight 5's.  Only one I've done that for so far.  If you've watched the GMTK video about what makes a puzzle game good then you'll be glad to hear that your gave me multiple "AHA!" moments when I worked out a new way to use the mechanics to solve levels.

Amazing job!