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wjgreeter

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A member registered Aug 07, 2023 · View creator page →

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Hi, thank you for playing, that is a really bizarre bug, thank you for reporting it. These are the kind of bugs you never dream of encountering when you’re programming lol, not sure if GameMaker is supposed to even allow for the mouse to be moved by the program. Again, thanks!

Thank you for the feedback. Yeah the water tiles are the oldest art assets untouched in the game, pushed of revising them since it’s a pain to get water to look right but iterating through some options now. Hope to clarify bicycle movement with environmental cues and make movement more forgiving as well. Thanks again!

Save points are something I’ve considered, I’ve also thought of having taxi boats that spawn in at certain times of the day that let you skip sections and might take you to secret areas. I like the lowered shadow thickness for bikes too that’s definitely modifiable, thanks again for the advice!

Thank you for playing. With the shadows, did you find that it was the bike shadows specifically that caused the eye strain? With the shift mechanic, I implemented that instead of sticking to a grid mostly because even if the player is on a grid when on the ground, once they jump on a boat with continuous movement they’re no longer moving on a grid. I’m trying to alleviate some of the perspective issues with the bike by adding more and more leniency, such as the ability to coyote jump backwards if you miss-time your jump at the ledge and are over the water, but I agree it would be much better if I could find a solution to the core issue of judging distance rather than adding all these bandaid solutions. I’m glad you enjoyed the chaos of the bikes, I actually already added a buffer where bikes pause when they’re about to turn and after they’ve turned and I’m experimenting with what timings work best. Lastly, when you say other failure states, what do you have in mind? Meaning failure states where you don’t restart a level when you die? I appreciate the feedback.

I love these kinds of games, the camera worked for me personally, but I could see it grating on some people. I liked the simplicity of the mechanics but can see the dive really adding some gameplay possibilities although there weren't really many scenarios I found where I could use it in the demo. I think you could expand this a bit and because of the simplicity of the mechanic I think that's a good foundation to build on. In terms of art you might want to find another character to use instead of a frog though, there are so many games with frogs in them these days that to stand out you might have to change things up. Looking forward to seeing if you build off this!

Played up to the generator boss in level 4. The style is tremendous, just messing with the moveset was great and made playing the levels awesome. Using the special punch by hitting R is so stylish and I love the jumping start you have to do to pull it out. Was also surprised how well the platforming sections worked even though the camera was so zoomed in to the action, very impressive stuff. A couple of issues with the camera stood out, sometimes it nearly jumps a full screen space in front of you that's really jarring. The rest of the presentation is so polished that I think these camera moments really stand out. The graphical issues like screen tearing are also noticeable. In terms of difficulty, the stages were pretty easy, but I enjoyed them still because they were good scenarios to practice my techniques. The boss fights on the other hand were much steeper in difficulty, they were the only times I died in the game. The first boss in particular I eventually got into a dps race to beat because I gave up on trying to avoid his projectiles since their hitboxes were humongous. The second boss is great, still difficult but feltlike I could properly compete with them, although sometimes the transition between their attacks was too quick. Really an awesome project, made me want to get back into watching Kamen Rider for the first time in like a decade, it truly rules.

First off, the visuals are great, you got the values down so well, everything is really readable which is a must for this game. I think the core of the mechanics are great as well, I think the range of movement you can get with the grappling hook is awesome, I was struggling a little with getting verticality in some instances, maybe just needed some time to get used to the mechanics a bit more. Getting the grappling hook double jump was the biggest hurdle for me, tried to just practice getting the timing down but still was getting inconsistent executions. The biggest frustration was having to grapple off enemies, not sure of whether I was going to get the double jump input in intime which would lead to losing half my health or starting the whole level over. Maybe earlier levels could allow the player to grapple the environment predominantly to get around all obstacles and grappling off enemies is a more advanced movement strat that is optional but a fun challenge. Could you add a subtle animation cue to indicate when the window to input the second jump starts and ends? Could be an audio cue as well, maybe there was one and I missed it. It was definitely difficult too, mostly because of level length for me personally. I think smaller and simpler levels to start out would help players get into the game, just because as someone who loves these mechanic heavy movemnt games and who plays a bunch of them I got filtered a bit (I'm actually running into the same problem with my project, to a greater extent even). Again, I think the core mechanic is tons of fun, I love a grappling hook platformer, wish I could get more of a handle on it but it's definitely foundationally solid and something I would pick up.

I think that’s a really good suggestion, I think at least taking out the time limit hit for a start isn’t difficult and I’ll see from there if it  feels good enough after that. I’m terms of the time limit, as of this build what story there is tends to be behind time limits but the plan is to have lots of content you only see if you’re taking longer than usual, eventually the second part of the game after you clear it will be to just explore the levels, head back to earlier levels in the late game to see what’s going on later in the day. Currently designing more story focused levels for world one with much less challenging levels as well. Again, thank you!

Thank you for the feedback. I think somethings are difficult to address, the movement system being clunky is kind of core to the game, but I can definitely work on the difficulty by changing the pieces around the game. With the last comment, would a system where you lose time but are placed back to where you were when you made your last jump work better you think? I appreciate the advice.

Fantastic movement system, not too much to comment on because it does feel fully polished. I can't imagine how much work went into this to get the art looking as good as it does currently as well. Bullets piling up was fun, I was worried at first that it would be annoying to move around in bullet piles, but it never was. It was always fun to see the spectacle of the bullet piles. I do agree with mohagged that the levels felt cramped sometimes, which forced me to be in close combat with enemies, so I ended up focusing more on jumping than shooting. The miniboss was definitely when the shooting felt the most satisfying, possibly because the space was more open, and I was able to focus more on shooting without worrying about platforming. If you do end up making levels a bit larger in terms of area size, I can see the addition of a faster run option being helpful, maybe it could work like the rodie run in gears of war.

As someone unfamiliar with this style of game, this was great. The floating rotisserie chickens are what really won me over, chasing the one zombie as well. The metal aesthetic is great, I think adding some guitar riff sound affects for like when you complete a mission will help unify the presentation. Doing missions is tons of fun but I would also love to see a main story later down the road, you seem to be a good writer and I think trying to do more in regard to world building is totally doable, want to see more characters who live in this world as well.

First off, loved the battle UI, the hearts, apple, and chalice look great, you could keep that as is and it'll be perfect for the final product. I liked the item management aspect, felt like I had to scrounge around for resources and even getting small items felt like progress. Would love to see more enemy hazards as well, like the exploding mushrooms. I will say with the boss, Mortes, my first time fighting him he could not hit me, maybe hit me once or twice, and the battle went on for quite a while since the hearts healed him back to full health. Reloaded and tried again, this time he hit me more but still missed a lot. Couldn't tell if it was a bug or due to a mechanic i was using, I actually really like for mechanics to be obtuse and mysterious in RPGs, just wanted to give a heads up since the boss felt kind of anticlimactic.

Going off only the singleplayer mode, the initial courses did feel similar and the strategies I used to clear them were too. With level design, since the hook is that you're using both players to golf at the same time, I think it would be cool to see the two characters working together instead of just golfing the same time in different spots on the course. How you implement that is difficult to say, maybe when one character is finished you can have them run ahead and interact with course hazards or use them to ricochet balls off of- sorry if this is off base for your goal with the game.

I do think the presentation is really charming, things like the balls knocking your teammate down are nice touches, I could see things like different girls having different idle animations they engage in when they've beaten the course and their partner is still golfing, adding some character to them.