The knockback sending you flying 100 feet away destroying trees in the process is an inspired choice, I love it.
topoftheyear
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It's a cool concept with an interesting game flow. It became overwhelming pretty fast as I'm not great at these types of puzzlers but I stuck it through as long as I could and saw some of the real levels. I'll also echo the calls for a nicer control scheme and some resolution settings so it's easier to appreciate all the good art but I know gamemaker is unfriendly about resolutions.
The art is good, capturing the cartoon style very well. I didn't find it too difficult though I did tank through with the help of a few cat credits. I wish there was a greater distinction between the shotgun and rifle, but I can't be too upset considering how easy the rifle was to acquire. There's a solid foundation here for something more, so you did a job well done!
A highlight of the jam for sure! The art style is great and pairs well with the farming sim style. The movement has some heft to it and the guns have some weight to their sounds. The two different modes play into each other very well; their integration with each other so important the game couldn't work without both. You guys did an excellent job!
I want to give a little appreciation to the level design in this. There's some good variety in the stages reminiscent of the old collectathons, the levels are pretty open and can be approached however but there are still directions given to help you easily and cleanly get to all the grass on each stage. I barely needed the arrow to help find the last stuff which is how I know you did good.
Sorry if it seemed obtuse. I designed the game to drop you into the middle of the systems, experimenting with them for the 10 minute timeframe being the main point rather than winning or losing the fight. While I personally like that style, I get that it's not for everyone. I do agree that additional clarity around damage and damage feedback would really help; it's been recurring feedback too. Thanks for giving it a try!
Yeah, feel free to punish the opponent for getting stuck. Take any advantage you can get because just between you and me, I think he cheats.
The AI is a behavior tree. Here's a link to a screenshot of what it looks like because it's technically spoilers https://imgur.com/a/nOCesWU. It's pretty bulky but it is very powerful and highly reusable. I don't know if you are familiar with the structure specifics but it shouldn't be hard to feel out in either case. There's a wiki article on it too if you were curious.
It was a lot of fun! I mirror the other comments regarding the art style and vibe, it's a pretty specific older feel. Somehow got M ranks first try but only on the odd numbered levels.
Side note on the slowdown stuff, it could be the windows gamemaker scheduler issues that have plagued the space for some years now. There's a dll fix somewhere that might be worth looking into.