Maximiliano
Member
What would I have to do to get past that part?
I assume you figured out that the updraft from the wind carries you up when holding the jump button?What would I have to do to get past that part?
(!!!) by @Triangle
I tried it out for a little while, but I couldn't play it for very long. The jump was really high and seemed too floaty. It seems too easy to be killed, and it was very unforgiving, making you start the level completely over. Also, I didn't know what I was supposed to be doing, my objective. The mouse (aiming and shooting) wasn't working. The graphics were okay, but lacked some consistency (tiles vs. characters). This all sounds really negative, but these are the things that really stood out and affected my experience and should be taken as constructive criticism. On a positive side, I didn't experience any game-breaking errors. The game seems like it was made by a person somewhat new to gamedev. If so, it's a very good start and you should feel good about what you have accomplished.
And...this is why I don't use GM Studio 2. I use Gm Studio 1.4.Unfortunately though, I encountered a bug halfway through day two, that made the audio completely broken.
It took me forever to fix it because there was literally no documentation about it (all I found on Google was some obscure Linux-only audio driver stuff that had nothing to do with GameMaker). When I was done with it all I had the basic gameplay and the text down. I had to tweak what I had and finally add audio instead of working on everything I had planned. The bug itself was GM:Studio 2 somehow not liking the Nahimic2 audio software that MSI puts on top of Realtek's drivers. In fact, it disliked it so much that not only did audio not work ingame, it didn't work in the editor either, and it also didn't work on another computer, after the game was built. Had to launch the Realtek control panel (from the old style Windows control panel, which is hidden on Windows10), disable Nahimic2 from starting on boot, and tweak some stuff in the Realtek control panel, all of which I had to randomly figure out by trial and error.
Well I had only 3 hours of sleep, and have only 1 day to play 30 or so games, so if a game does not immediately catch my interest or seem intuitive to me, I lose interest.I've gotta ask, is it legitimately that hard to figure out? Is this just with Misty?
However, in your game, I tried jumping on the bot, and was met with sticky icky collisions, and was just like "meh", did not want to deal with those kind of collisions, so gave up.
Yeah no hard feelings, I thought so that the game is unfinished, I was simply so curious to check the gameplay that the overgrown story made my angry.@Smiechu Thanks for the review! I wasn't planning to win Best Story, no, far from it lmao - I really just lost 24 hours to a single bug and had to get something done to submit.
Thats plain discrimination. Excluding those just because you (subjectively) find them annoying or slightly unfinished is just a way to exclude a member into knowing what they did wrong. A participant would love to know their flaws in the game and the reason of course so it helps not only know what you think of the game but it helps them learn how to improve their developing skills when making games. And that also goes for an entry that you may call it "flat". Those plain and generic entries could use a constructive ideas that the creator could look up to apply as an improvement to their entry (or for the next time they work on such concept). Point is, you dont evaluate an entry base on how interested you in it; you evaluate base on a constructive analisis (the advantage, the disadvantages, and advices).Some games ware simply annoying or unfinished, didn't bother to comment. Some games ware really good and well made, but plain and "flat" - also didn't bother to comment.
If so, then why have you not editted your comment, and placed it #1, as it rightfully deserves?@Misty...
Sorry I was wrong... your the best! your car phisics are the best in the world, they are even more real then the reality, so real I can feel the wind in my hair, and smell of petrol driving it!
I knew all that, the part I didn't know is exactly how the timeline worked in terms of the machines.Sorry, @Misty, maybe I should have included more instructions on how to play the game. The goal is to meld the heart pieces together by bringing them close to another. You use the buttons in the lower right to add events to the timeline which you can drag and place onto the various channels (indicated by alpha through delta). The corresponding machinery will move when you press the play button in the corner, you basically have to program the machines to stick the hearts together.
Well, I do it all in one day because my mind is Pinkie Pie, I am piegender.Why'd you even bother at all then? Also, there's like, 11 days left still...
Never understand the people who try and knock out all the games in a day. No one is *that* busy during the week, at least no one that can afford to spend time on forums.
Even if you started now, you'd only have to make time for about 3 games a day to make the voting deadline, and most games aren't even that long so that's only a couple of minutes you need to spend on some games.
If somehow even after all that you still don't have or can't make any time, then you're not doing anyone any favours by blasting through all the games as quickly as you can.
The Last Convoy has still uglier zombies...If so, then why have you not editted your comment, and placed it #1, as it rightfully deserves?
I thought we went through this in discord yesterday. I even played your game 5 more times, and I still do not think it is good (but I changed my rating from 0 to 4.)@Smiechu Calm down, no one was mobbing you, you're being dramatic. We were just questioning your motives for even voting. If you didn't care that much about the entries, then why did you care enough to make a post at all? That's all.
@Misty If a game is 'meh' then don't you think that's all the more reason to give feedback to that creator, tell them why you believe it's meh so they can improve on it in the future. Oh also, what part of the jumping did you not understand?
(Oh and wtf does indie graphics and gameplay even mean? XD )
No because, even though I was mentally fatigued, I played my game afterwards and the mental fatigue made my game feel like a new game. And my game was great, and definitely the best, it was like I have never played it before.And did you guys ever stop to think that due to the fact that you are blitzing through these games in one go, that you may be becoming mentally fatigued in the process, impairing your abilities to understand and play the games?
"you're being dramatic" the lulz.Anyway, it just seems a tad lazy and disrespectful to me. We all want to improve here, and we won't know how if people don't leave any comments. Just saying something is 'meh' or 'garb' isn't really helpful to anyone. This is mostly a nice community here, at least one of the nicer ones I've ever been apart of, and we should really be helping each other out more.
I don't know, the problem where I got stuck happened the first time I played.Huh, I can't replicate whatever problem you had with charging and then switching... What was your problem with the controls? Arrows + ZXC are pretty standard, no? It's better with a gamepad anyway.
Oops! That was my mistake. I read through all of the readmes before playing each game but for some reason I missed the part about the arrow keys. I'll go through it again and update my comment.@Maximiliano Did you try using the Arrow keys instead of WASD? That seems to be most people's preference, I only included WASD to test some stuff and decided it was no harm to leave it in.
I might have to check that out. It is definitely one of my favorites so far.Shoot, I made a mishap!
Somehow, I ended up exporting the game with the wrong initial save data file from when I was debugging non-pacifist dialogue options. Because of that, as the game currently is, the pacifist dialogue is locked.
(it wouldn't be the first time there was a mixup with included files during the Jam; Snail Man might know something about it...)
If any of you would like to explore that route, please and replace the gamestate.json file in "Entries/Blade of Light by JacobV, Alice, parmesano" directory with this one: https://www.dropbox.com/s/5fwd11pgb1lgt76/gamestate.json?dl=1
The game still can be completed as it is, but it lacks the extra reward for avoiding the enemies.
(there are also some other bugs I've found, but this is the one of "replace a silly single thing in a file" kind)
I played it again. Much better with the arrow keys. This time I realized that the number on top of the yellow squares means you can destroy them in that amount of hits. The first time around I tried jumping over all of them. One of the things that I think could make the game feel better is if you offset the camera a bit in the direction you're looking towards, that way you have more time to react when the monsters appear.@Maximiliano Did you try using the Arrow keys instead of WASD? That seems to be most people's preference, I only included WASD to test some stuff and decided it was no harm to leave it in.
1. Indeed that there is no rule you have to but finding out that you didnt commented other entries just because you believe they are worthless is something that upsets users, especially me.@Siolfor the Jackal
1. There is no rule saying I need to review in detail all the games.
2. Yes I don't care about entries, which didn't fit my taste and/or which I didn't like.
3. This is a competition and I voted for the best games, and I tried to be as objective as possible in my choice.
4. Being agressive won't help you obtain more votes.
5. If somoene is REALLY interested in my personal opinion about his game then please just PM and ask me, I'll answer if I have time.
Thank you.
... more than a week before the deadline... thats just plain disappointing.Some games ware simply annoying or unfinished, didn't bother to comment. Some games ware really good and well made, but plain and "flat" - also didn't bother to comment.
I wanted to use the same argument - I don't like tomatoes, but I'm not running on the street screening "I hate tomatoes!".I don't like strawberry ice cream very much...
I thought we went through this in discord yesterday. I even played your game 5 more times, and I still do not think it is good (but I changed my rating from 0 to 4.)
The jumping is not good. It does not have inertia. It just stops instantly. And it is very hart to aim at enemies and the pacing is just ridiculous (you die in 5 seconds if you are away from the robot, which dictates your every move. The whole point of Metroid is exploration. So why is there are robot you have to obey and follow every move?
Yep, that was me and my game and the feedback was very useful. I really appreciate it, Misty.Firstly, @Misty that's not even my gsme you're talking about...
Sorry, I got your game confused with Micha_DS's.Firstly, @Misty that's not even my gsme you're talking about...
Secondly, I was talking about your comments in general, not specifically the one for my game. I don't really value your opinion but others might, and they may want feedback that is actually useful.
And honestly, I've played about half the games already and yours was certainly very meh.
@Maximiliano Did you try using the Arrow keys instead of WASD? That seems to be most people's preference, I only included WASD to test some stuff and decided it was no harm to leave it in.
Aww, really sad to hear that, Nocturne. But no, the game isn't bugged (at least, not in that way; same can't be said for my scaling code hiding the bottom of the screen in some cases). I just royally messed up on ensuring the player was properly informed about some things.Smooth Robotics by Micah_DS
Another rage quit game... And I wanted to like this! Cute graphics, nice sound, adequate music... but the gameplay? Noooooooo.... So the robot needs to be charged by the floaty thing. Great. And the robot thing can turn into a floaty thing within certain sections. Great. BUT the floaty thing disappears just after starting and there is NO WAY TO GET TO IT... I never have enough energy to reach where it is to get charged again. So, rage quit after trying a dozen times. Maybe I just suck at this game, or maybe it's bugged?
Aww, really sad to hear that, Nocturne. But no, the game isn't bugged (at least, not in that way; same can't be said for my scaling code hiding the bottom of the screen in some cases). I just royally messed up on ensuring the player was properly informed about some things.
I totally forgot to mention that holding jump in the wind's updraft will carry the player robot upward. I assume that's the part you're talking about.
Anyway, I feel like I'm responding too much on my game so I'll try to shut up about it. Sorry everyone.
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BTW, I am working on reviewing games, but it'll be a while before I post them, since I like to wait until I've reviewed and ranked all the entries, and I'm really trying to give good feedback this time as well.
On that note, how's this? @Pere @tadashibashi @Fausto
.... There's a character limit on forum posts, isn't there?.../``````` USE OF THEME(S) ``````````````
(` Switching Between Different Genres `)
+ Overhead Action plus Farming Simulator is a nice combination of genres, IMO ( Stardew Valley, FTW ). It's quick, simple, and fun to farm, and the same goes for the fighting. Switching between the genres feels good and natural.
(` Stick Together `)
+ Basically applies as "work together / join forces". Not especially creative in my view, but certainly a good solid use of the theme, so it gets a plus.
(` Charging Up `)
= N/A ; unused theme.
(` Multiple Theme Bonus `)
+ Bonus for using multiple themes and for how well it all works together.
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/``````` CONCEPT ``````````````
+ The concept is quite a fun one. Pirates vs robots. I like how you guys made things unserious and light-hearted, but not from a position of laziness, but in the spirit of fun - how it should be done. It's simple but also having enough depth to be interesting, collecting seeds to grow ammo, saving robot friends, gaining perks to overcome the more difficult islands.
+ It's hilarious that you grow bullets, and planting crops on the deck of a ship is unique (perhaps it's a real thing and I just don't know about it).
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/``````` PRESENTATION ``````````````
(` Gameplay `)
- The hitboxes were slightly too large, causing me to collide with an enemy when the visual feedback would suggest I was distanced enough to be safe.
- Sometimes seeds would land in water, being unreachable. Not a big deal though, since there are more than enough seeds.
- The white mouse cursor against the bright sand color made it a bit hard to tell where I was aiming, and I even clicked outside the game at one point, and nearly died (but death isn't a big deal in the game anyway).
It would've been good to have some in-game graphic for the cursor, to make it more visible.
+ The controls are so right, so tight. And the movement has a great feel with the right amount of friction and such. Nailed it.
(` Visuals `)
Graphics \
- The water is shaded oddly, making it look like the highlights were raised upward far too much. It could also be the lack of animation that made it feel especially odd.
- There's a tiling error on one island, missing a tile in the water.
+ Other than those water issues, the graphics and animation are very nice. Great colors, interesting and fun character designs, etc.
Tooltips \
+ The limited text and use of tooltips are so very welcome over walls of text to explain things ( yes, my game has a big wall of text.. but that was due to a compromise when crunching time - I don't like walls of text ). Pretty solid tutorial implementation there.
- The downside to the tooltips was they didn't pop enough to always be noticeable. Perhaps adding a semi-transparent black box behind the text would've helped.
- Another thing about the tooltips is that they didn't always wait for me to do a necessary action to go away. Like the one which told me to use SPACE to switch to my seeds - that one went away after time passed, not after I switched to my seeds. At least the one about pulling out my hoe to till ground waited until I tilled the ground, so perhaps it was just an unintended oversight.
+ Overall, the tooltips were great, and even when I missed them, it wasn't hard to figure out what to do, especially since the readme also covers things quite well.
Attention to detail \
+ I noticed when you move, your held item rotates a little, moving along with the character's motion. Also, the little dust puffs, the smiling full hearts vs the sad empty hearts, etc. - these "little" things are actually a much bigger deal than one might expect. These are not just random additions with no point or focus; they have thought and purpose behind them. WELL DONE. I love it. Warms my heart.
- The dirt you till overlaps the ship wall in an odd way. Not really a big deal; just noticed it.
+ I like that the robots you save wander around on the ship.
(` Audio `)
- It's lacking a few SFX for minor things, like saving a robot from a cage, collecting bullets, hitting enemies, smacking away bullets, etc. That said, the most important SFX seem to be there, and in cases like hitting enemies, you have knock-back, so even without audio feedback, it's still quite okay.
+ Great music and great sounds. Really fitting music, and my favorite SFX is when planting, that sound is great, and I love how the sound pitches up as the crops grow. Well done!
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/``````` STORY ``````````````
= Neutral on this one, due to the lack of story. Obviously your fellow robots have been taken captive, but why are the pirates after the robots? To sell? Revenge? Are they afraid the robots will take over the world? Did the robots take over the world and I'm actually playing as the enemies of the human race and didn't even realize it? Etc. So yeah, not much story to go off of.
All that said, the game probably doesn't need any more to the story, and this is coming from a guy who LOVES a good engaging story. There is at least enough explained to set the stage, so it works.
Also, wondering if my formatting choices are good. That's kind of why I posted that review preview here. Trying to find a solution without having to edit them all with actual bullet points and such.
You know what? I'm going to flat-out disagree with you. To wave the entire competition as "only fun" is grossly inaccurate and absolutely insulting to the people who tried their best for 72 hours straight. I had to effing stay up till 5 in the morning on a college school night to give the game a makeshift ending with no signs of being "deeply unfinished" anywhere, so that I would avoid the comments that go along the lines of "well it was fundamentally incomplete" which people will then use as an excuse to treat the game at a lower status (which is fair) leading to some people snubbing the game (which is *not* fair). So back on point, I had to stay up really late just so that this game would be treated with respect, unlike most of my previous jam games; to put it plainly, I had to do that to better-guarantee feedback from the other half of reviewers! Ignore me for a moment and think of all the many other contestants who also worked their ass off putting passion and contemplation into their creations. "What will people think of this thing I tried my best on?"Guys, please don't take these things so damn seriously! This is a FUN jam! And the people that vote or comment do so because they want to but there is no obligation and no pressure for them to do so. If a user only feels that 5 games are worth commenting on then we should be grateful that they took the time to make those 5 comments. [...] Also, please do not criticise other members because they didn't like your game in particular. Yes, it would be great if they could explain why they didn't like it, but that's not a requirement, and you can not like something without getting all profound about it. I don't like strawberry ice cream very much... I can't really say why though. [...] Games (and anything else in life) can be the exact same.
So, just everyone chill and take it all with a bit of humour and goodwill.
Have youu bothered to look at any of the old Jam topics? From day one everything I posted has been a part of the unofficial rules of the Jam. Prizes are an added extra for pushing yourself and the boundaries of what can be done, but they have never been the focus of the Jam (which is why they are community prizes and not monetary ones). I can sort of understand why you'd be annoyed if someone says your game is garbage without any other feedback, but on the other hand, if someone does that then it's obvious that their opinion means nothing and so can be ignored... If a comment like "Game is garbage" doesn't have any additional explanation then it's not worth even considering as valid feedback, so where's the issue? You say you "had" to give up till 5am... I'd say "no you didn't". You CHOSE to stay up that late. You didn't have to, and tbh, you shouldn't be worrying about whether someone thinks your game is incomplete or otherwise to the extent that you sound like you are suffering for it. That doesn't sound very fun at all, and is (in my opinion) not a healthy attitude.*snip*
Thanks very much for the video review! It's extremely valuable to see exactly how people handle their first exposure to the game.I did a live stream of me playing the jam entries. Did 6 so far and will continue to do more this week.