Doesn't help there's a bug I don't know how to fix where the game just crashes, even though it shouldn't be finding that object ever.
But thanks for playing. :)
supersysscvi
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Nice submission! I enjoyed the tutorial and got to about 3000 in the endless mode. Cool idea that the colours would change with an increased high score! Aside from it being highly polished, I do have a few critiques to mention:
- The "big block appears right under a little block" does create a weird object that acts like a destructible block, but you can also pass through it? It may be a part of the "blocks spawning under tanks" you mentioned earlier, so it may just resolve itself in the end. ^^;
- The higher speed you attain, the harder it is to move your tank into 1x1 spaces. I'm not sure if that's intentional or not, but that's up to your design.
- I noticed the view's resolution is interpolating, although the view area conforms to the 64x64 requirement. I believe while installing the game mentioned that it was made in GM:S2. Is there a similar work-around akin to "surface_resize(application_surface, 64, 64);" from GM:S1, or does your game use more complex surfaces than a simple line of code could fix?
Other than those random opinions of mine, great job!
Thanks! The keys & doors were about the only puzzle I could add (as I kind of mismanaged my time), and since giving NPCs images for dialogue rather than text, having them be save points kind of simplifies both. ^^;
I kinda think it's "Flee-pul?" ^^; I have a knack of coming up with nonsensical titles.
The flying animation is a little choppy; might help to have positions to slowly ramp to depending on what keys are held.
And since figuring out how to aim is tricky, maybe a reticule could help? Not a GUI one, but, like, just a flying object at an in-between point for accuracy.
The gameplay felt like blowing up giant gas cans, though! ^-^ That was fun!
Like the concept. Graphics aren't bad, and you did a good job on both the score and the 64x64 resolution.
Just, uh, next time? Make sure to put in controls for those of us who don't have numpads. You could use three throw-away keys like j,k,l, to throw the numpad events when pressed and released; however, without those extra buttons, I cannot get past the landing pad. Sorry!
Great light mechanic for puzzle solving! Given the low resolution, you did an amazing job rendering the 3D space for both readability and atmospherics. Um. However you pronounce that. ^^; Also enjoyed the inclusion of the jump button!
I think once your have more time to add everything you planned down the road, it should come together quite well. ^^;
The simplicity of this game goes hand-in-hand with its elegant artistic style!
Only two complaints: one was with a bit of the level design. I could not figure out how to access one of the fireflies no matter how hard I tried; however, you did give more than 100 fireflies in the whole game, so it's a minor issue.
The other complaint I have is how the menus work. There's no clear indication on how to progress them; there's also no down time for the player's inputs, so I accidentally skipped the ending the first time.
But your game was good enough to play multiple times, so amazing job!
The third level was where the game really shined; when you added in the falling mechanic, I was excited to see what you could have done with it!
^^; And then the game ended.
Aside from that, it's a solid outing save for the menu screens. They seem to be a little wider than 64x64, so maybe try implementing a page-turning mechanic next time, so you can keep to the resolution while still having the full tutorial in there.
*looks at title*
Maybe that's a good title for it. ^^;
Anywho, I'm currently trying to make a somewhat minimalistic platforming. ^^; There's a few basic things you'd be able to do in the game, like collect keys to open doors, jump into enemies, and stand awkwardly close to NPCs to talk to them. So far, I only have a preloading screen and a the jumping implemented so far, but I'm always open to critique. ^^;
Better make pixel perfect accuracy on some demon fights with flapppy bird cooldowns!!
Better make some routes just end in your death instantly!
Better make items spawn at the start you can't go back to!
Better make some demons have such small hitboxes in comparison to their hp that you just stare, wondering if the slight hiboxes ever go against your favor!
Better have items that do nothing!
^^; I mean, probably that i'm grumbling about it so much must mean I like it. :x But man, running into 3 dead ends at once. Not my day. (I'm also tired and grumbly so I may be making some things up. ^^;;; )