Great game! I was motivated to keep playing to do better than before so I could see what new obstacle awaited.
Walker Mountain Games
Creator of
Recent community posts
Great use of theme, awesome concept, addictive gameplay. I only have two suggestions: 1) A quick way to de-select blocks. 2) A way to know if there are any viable moves. Maybe I was missing something, but I spent a long time trying to figure out if I had any viable moves before giving up. Overall, great job!
Thanks for the great feedback! Good catch on the timer. I recently upgraded from GM 1.8 to GMS 2, and the default room speed used to be 30 fps. I was using a global variable for this and deducting 1/30 every step in a controller object. I didn't realize this has been removed from the room settings and put into preferences, where it has been increased to 60 fps.
Your comments about the control and hitting objects being too punishing concurs with what some other gamers have said. Thanks for repeating it as the more we hear it the more we know we have to address it.
As far as the art, we actually had a very similar conversation about having a cohesive look and removed a few images that looked a little too realistic next to some of the other cartoony obstacles. I guess we both liked the spinning bearing, but your point is well taken.
Thanks again and good luck with the jam!
Excellent mechanic and use of theme. It now has me thinking about making a game where you have to match enemies to destroy them. Great tutorial as well, but it would be nice to skip after the first time dying. I was playing with a touchpad instead of a mouse, so I handicapped myself and died a lot until I learned that I could scoot past all enemies instead of engaging them in order to finish the level. It was certainly more fun to destroy them though as it was very satisfying.
I thought the game was innovative in that it didn't follow the typical pattern of finishing a level to reach a boss fight, but rather the level itself was a component of the boss fight. Good use of theme as well to control what the player could safely access. I was a little confused when I finally killed the rat though as it seemed the same music played whether I succeeded or failed.
I pay $100 annually for the Indie tier of GMS2 from yoyogames (see here: GameMaker Subscriptions Products). I chose this tier as I wanted to be able to export to mobile.
This was actually my first physics game, so I'm still figuring out Game Maker's physics engine. I could be wrong, but I don't believe there are any drag and drop functions for physics within Game Maker, so I had to code it by following tutorials online. Much of it is kind of handled automatically by just adjusting various physics parameters associated with each object (density, linear dampening, restitution, friction, and such). The tough part is knowing how to move physics objects as you can no longer simply assign a direction or gravity. Things are moved through forces and impulses. I had wanted to add more obstacles like spikes along the sidewalls, but ran out of time for the jam as I was spending much of the time learning instead of making progress. It is neat what it can do though. I particularly liked the crate explosions.
FLUX is my submission to the Lost Relic Game Jam. It is a physics-based game where you try to navigate a falling object through a series of randomly generated obstacles by activating / de-activating magnets on either side of the screen. The goal is to reach the bottom before time runs out. You can find the game here:
FLUX by Walker Mountain Games (itch.io)
Please rate the game and leave feedback in the comments.
Thanks!
Thanks for the feedback! Now that the game jam is done, I plan to further develop the game by adding more obstacles and fine tuning the random level generator, so it will be crucial for me to balance the magnet force properly so the player feels they have the proper control to navigate all the obstacles even at top speeds. I will certainly take your comment into consideration.