Oh heckyeah thanks for the love friend. I'm still super proud of this one so I live to see the inexplicable praise every now n again <3
tonyfinale
Creator of
Recent community posts
When I use this in the latest version of GameMaker these days - 2024.2.0.132 - there's a second when the game first appears properly that the loading screen splash art takes up the whole size of the game before snapping to the standard positions you set up for the thing.
I avoided this when exporting a recent game of mine by using a slightly earlier release of GameMaker, but going forward, doooo you have any idea why this would happen? This is a bit of an older extension of yours so prob not the highest priority I understand~ but I certainly don't know how to fix this quirk..
I just noticed when trying to use the recent 'window_set_cursor' version of this thing in the newest GM (v2022.9.1.51 Runtime: v2022.01.66) it only seems to work properly when I run the game as an HTML! In Windows it doesn't change the cursor! Any ideas?
How does the more recent version work? It has entirely different wordings for these commands it seems.
Huh... WELL thanks for playing so long to get that point of slowdown. gosh <3
No idea what could be the cause of that; been a good while since I cranked this one out. But for the heck of it I've gone and lazily updated the game with what MIGHT have been the issue? I've been testing to around that stage 25 point and haven't experienced the slowdown myself, so hopefully I fixed it for the future generation of inexplicable Numlock players like yourself...
Here's mine :) It's a puzzle game where the tile you're on affects your movement, and you've gotta hop around without getting cornered. Check it out if you want ;)
https://itch.io/jam/finally-finish-something-2021/rate/878184
A little hard to figure out if you've never heard of the concept before, and I don't think they allow repeats of the tutorial, so I was uh kinda needlessly lost for awhile. But after figuring it out - it'sa pretty cute lil logic game :)
Tho situations where the AI wins in one round feel unnecessary. As since we're fighting a computer anyway, there's no point in letting them win without a chance from the player; the round might as well have not happened.
The opening would also be nice if it was skippable but iiiii'm not gonna rattle off every little thing I didn't like - it was solid ;):):)
Yal already know how great this is, so I'll just go and list the few things I wasn't super keen about as a self-proclaimed tank control horror game god:
I feel as if you and the enemies seemingly not being able to interact on stairs limits some of the fear factor and combat potential, buuuut I totally get it; RE didn't nail allowing everyone to freely move on stairs until RE3, I believe? Even so... it'd be nice...
You already went and added a 180 quickturn which is GREAT; I was just about to complain about that. I can't imagine playing the whole game without one like it's og RE1 or something. Now just add a shortcut button for the map and we perfect :)
Uhhh OH having to examine the pieces of scenery that had healing items tied to them twice was kinda weird; I didn't immediately realize there was an item to pick up until I left the room and later came back.
That's about it! Everything else was everything I'd ever wanted? I loved it.
Prototype indeed! Not much to go off here with such a short length, but I'll try! Music and graphics are great; no question. I like the red.
It's a little to easy to get stuck in the walls with the way your character slides forward when you release a direction. I like the feel of the slide, but you gotta touch up those collisions so they won't move your guy forward if there's a wall or something in front of you. Other things uh - those disappearing blocks don't actually allow you to fall through em, the spikes don't affect you at all; yadayda... I'm sure you're aware of all these things. Touch it all up and you could prob get a cute little platformer goin.
I totally have always felt one of my weakest aspects of design is in conveying how people are actually supposed to go about understanding my games, so it was definitely nice to finally hear someone blatantly tell me that I'm bad at articulating tutorials and the like!
Another big regret of this game already is really neglecting some of that Gameboy-ness like you mentioned. Guess I was in such a rush to just get it done over the weekend I let that stuff slip by...
Thanks for the feedback, friend! I def gotta step it up next time.
Here I was thinking "Oh how quaint! Another Buster Bros clone for the world." But the moment I realized you could walk on walls I was all ":O holy moly this is brilliant..." Have other Buster Bros clones done that? I didn't read the description so it RLY SURPRISED ME. I think it's brilliant, and not too shabby a clone either. Altho I do take some issue with the rope hitbox not being as generous as I'd like.
For example, the final ball in one level got stuck at one of the ends and could only bounce up and down in place. Because the player character couldn't get close enough to the wall without changing angles and walking on it I couldn't get a good shot at it because as close as I was to the wall, the rope couldn't hit it. I could have probably done some matrix stunt and shot it with a horizontal line from one of the opposite walls all frame-perfect like but come on man.
The time bonus at the end of rounds would also be better off with a speed boost I feel; lil too much time is spent waiting for that number to go down. I guess it could be a nice breather after a potentially grueling level, but maybe just a little faster would be nice...
Perfect and uniform like the boxes you push in this video game...
For the kind of game it is I can't think of many complaints aside from a few aesthetical nitpicks like the lack of movement animations for the boxes and player but bah who cares - good stuff! I loved the change color option, though the option probably would have been better off if it was usuable outside of the only the title. Maybe after every level it could have changed, or it could have had its own dedicated button for funsies.
Nice variety of levels too; a few of them had me decently stumped! And it was refreshing to sometimes have an easy one after dealing with a few tough ones in a row. I liked it a lot.
Does the game just end in the second room? I encountered an invisible wall or something and couldn't progress further...
Abrupt endings aside uh yeah nice little tech demo! The art was def the highlight because everything looked and sounded pretty great and definitely Gameboy appropriate. Tho I wiSH the player character mech-guy had some kind of jumping animation. Gotta have a jumping sprite, dude!!! I feel nothing without one!
You're probably definitely already aware of this, but enemy variety is a must; just being able to hold right and nobrain destroy everything is a no-go to satisfying gameplay. The fundamentals of moving and shooting felt pretty decent though. Polish it up with that full version and you're good!