Congratulations, you're my today's "things I had no expection would happen" award, even I barely finished it start to end for testing purposes. Well done!Pathétique by Mr Magnus
7:54 seconds and 24 coins. The right level of difficulty. Mostly I think the music choice made it for me. If it had been silent or abrasive, I probably would have stopped.
Your play through of my game Awaremon was absolutely hilarious to watch, thanks so much for the laughs! I skipped ahead to try and find it and saw you took on the final boss at 5 difficulty and I was like WTH this must have taken an hour! Then I realized I had a bug in the restart of the game. I’ve fixed the health bar bug and the difficulty has been revamped so it doesn’t take 10 hours to beat the game on 3 difficulty.Reserved.
December 2nd and 4thsome other day(s) @ 8pmsometime EST
Stream link: https://twitch.tv/tehpilot
11/31 games complete
Heheh - I just love a good boss fight. As per my devlog, I actually put in the boss fight right near the start of development so that I would definitely have it in there to complete the story, then I sandwiched the levels between that and the start laterThis is actually a really cool boss fight. Dan seems to be really good at this - just putting boss fights in games where you don't think there's gonna be a boss fight.
Yep, this is a crucial thing that everyone has pointed out. The hitboxes are in fact set to just "full image" and the hand sprites, not being square, do sometimes register a touch where there isn't one. Definitely something I need to watch it future!hitboxes!
Yeah, I noticed a few times I reactively blamed the hitboxes but instantly realised I was dead anyway! I think for me, knowing that I can't rely on the hitboxes makes me nervous and more prone to mistakes from hesitation though. But yeah, even then it was still awesome to play.What's funny though is once you notice the hitboxes are a few pixels off, there's a tendency to blame them every time (I noticed with both yours and Evan's streams) and I couldn't help but smile and think "you definitely would've died that one time anyway" lol
You're entirely right about the BioShock vibes. The original game's intro was definitely an inspiration.3D is cool as always. Your last entry in 3D was super cool too. I'm always so amazed what people can pull off in GMS2. The underwater city was awesome and I loved the Bioshock vibes at the beginning. Getting the creature was awesome too, though I didn't really understand what I did to kill it, seemed like I just walked into it. Was that the patheticness of it? Anyway, very cool game!
Thanks! Greatly appreciate it!That said, I can see a lot of potential here. The atmosphere really felt like an underwater base. I hope the devs take this one further. Nice work!
Ok, first of all, THANK YOU! Your words about my game totally made my day. One of the reasons I think game jams are so helpful is they help me deal with negative feedback in a positive environment, but it just is so nice when someone really appreciates something you make.Mercerenies' Cleverly Pulchritudinous and Arachnophobically Euphonious Reviews
1. (Game) - (Person)
2. (Game) - (Person)
3. (Game) - (Person)
Best Use of Theme - (...)
Best Concept - (...)
Best Presentation - (...)
I'll be reviewing every game and rating them across five categories: Gameplay, Graphics, Audio, Theme, and Personal Opinion. Your total score is not a definitive indicator of my vote for you; I determine my votes holistically. And don't be discouraged by a negative review: remember that I'm cleverly pulchritudinous and arachnophobically euphonious, so I'm giving constructive feedback to everybody. We're all friends, and it's totally awesome that you managed to produce a game in the first place.
As a final note, my Windows computer finally kicked the bucket last week. So I'll be playing these games under Wine on Linux, which in the past has seemed to do well enough for most entries. If any entries fail to run under this configuration, I'll play them in a second pass using a Windows 10 VM that I have.
Reviews will be listed in alphabetical order by the name of the game.
A Hole in Space - Neo Kesha (26/30)
Well executed, and an awesome idea. I like the superlinear growth of the holes, so that if you leave any one of them for too long it becomes significantly harder to get rid of it later. Honestly, this game could've used an endless mode and an online highscore table. Still, it was fun to get to the end, and I got a shawerma for my troubles. Congrats on the job, by the way!
Awaremon - Mightyjor (30/30)
Honestly, a flawless entry. This is just so wholesome and feels so good to play. I want to hug all of the critters, and that's the plot of the game, which is amazing! I really don't have that much to say; this entry went for a particular feel, and it achieved it tenfold.
BLOCK - Sirham (20/30)
A short but creative platform puzzle game. I definitely appreciate a game that doesn't need to explain its mechanics, and the focus here is certainly on figuring out what the different elements of the room do. The platform physics themselves could've used a little work (it was awkward that I couldn't move and click the block at the same time, and that I couldn't jump and move at the same time), but it didn't affect the game in any major way. Admittedly, the music did get old pretty fast. But overall, it was a very short but entertaining puzzle.
Crusty Chris - woodsmoke (11/30)
That was... something. To be honest, I really didn't like the way this one made me feel. It was just... gross. Not gross for any particular goal or story reason; just... gross in a bad way.
Danger Noodle - Ghandpivot (9/30)
There's way too much going on here. I get a massive wall of text explaining twenty different mechanics, and then the game starts, there's ten things happening on screen, and I immediately get eaten by a snake. There's no time to figure out what's happening or what I need to do. I just... die each time. I also got spammed with highscore table errors the whole time, which didn't help.
Hansha - EvanSki (4/30)
It's a game. Mostly.
Pathetic Prosthetic - Yozoroki (23/30)
That was a fun entry. It took me a bit to figure out a few things, like that you have to right-click an enemy and then hit the exclamation point to enter combat. But once I got the UI down, the combat was fun, and the collectibles scattered throughout the place made the game a pleasure to play. Unfortunately, I couldn't figure out how to beat it though. I got all of the body parts (and all of the attacks), then went to the exit door, then the game softlocked on a screen with the lasers blocking the door. I couldn't go back, and clicking just made a "ding" sound.
Pugthetic - Fernando Gonzales (11/30)
It's a bit of a pet peeve of mine when games, especially during a Jam, simply don't explain necessary mechanics. I had to check other people's reviews to figure out that I can crouch under the cars. That should've either been mentioned in a readme or in the instructions, or the cars should've been drawn in such a way that there was an obvious gap in the middle. Regardless, once I found that out, the game was pretty simple, and it did what it did well.
Revenge Turkey Strategy - gmx0 (2/30)
I'm pretty sure I tried every key on my keyboard and every button on my mouse (and there are a lot of buttons on my mouse, mind you), and nothing happened. I'm sorry, but you need to explain something, or I can't play your game. If you don't have time to make an in-game tutorial, then you need to include a readme. This was literally unplayable on account of lack of instructions.
Six Feet - Soapsud (16/30)
Well presented, but I actually couldn't figure it out totally. I eventually figured out how to dig and pick up the body (those are some of the most fickle hitboxes I've ever seen; if I click only slightly off in any direction, I walk instead of digging), but right clicking to put it in the ground seemed to have no effect. How do I actually... ya know, bury a body? ... Asking for a friend.
To Hell with It - Michael PS (22/30)
A top-down combat game turned bullet hell by the end. The graphics were very well done; I can definitely respect the highly pixelated style when executed well. The gameplay was, frankly, a bit brutal. I had 5 HP to get to the entire end of the game, as far as I could tell there were no healing opportunities, and dying resets the whole game. Maybe I'm just not accustomed to this game's style of combat, but defeating even a single floor without taking 3 or 4 damage was next to impossible for me.
To answer your question on my game (The text based adventure game Distress Signal Found) you got one of the two possible endings and saw about 60% of the game's content. I don't think anyone I've watched has seen 100% but most people are finding between 60%-90%. That said, what people are 'missing' is not any different than what they are seeing and its not like there are additional secrets to be found people have just gone on slightly different paths. Even the different endings aren't obviously different. It's just minor variants in the description. You'd still get the same end game screen and then game loop as well.I have my videos up of my playthrough of everyone's game! Thank you to all of the other devs who showed videos. They honestly help so much to see where I need to put focus for my next game. I hope this is as helpful for you as your videos were for me
Horse by The M - 00:00:20
Pathétique by Mr Magnus - 00:10:50
Dung Beetle by Pat Ferguson - 00:19:49
The Stick by Siolfor the Jackal - 00:30:04
Revenge Turkey Strategy by gmx0 - 00:35:08
Pathetic Swarm by Zodaris - 00:35:35
A Hole In Space by Neo_Kesha - 00:38:35
Drunken Joe by Gatefiz - 00:45:00
Six Feet by SoapSud39 - 00:50:15
Five Minute Mystery by Terminator_Pony - 01:15:43
Distress Signal Found by Sam Spade - 01:20:39
Flufferpuff by Micah_DS - 01:26:52
Bandit by TeamPicklefishGG - 01:31:14
Crusty Chris by woodsmoke - 01:34:40
Morse Code Trainer by FrostyCat - 01:37:22
Journey To Earth by Poizen - 01:44:53
Where Creatures Roam by Josh Chen, Bandman28 - 01:51:43
BLOCK by Sirham - 01:55:37
Danger Noodle by Ghandpivot - 01:59:30
Detritus by NavierIsStoked - 00:00:00
Flight of the Bin Chicken by Adam, Aidan, Marcus, Noah - 00:10:10
Old Man Toque by Toque - 00:14:56
Pugthetic by Fernando Gonzalez - 00:19:28
Hansha by Evanski - 00:22:04
Hopper The Toucan by Mercerenies - 00:28:04
Pathetic Prosthetics by Yozoraki - 00:45:53
Nova Mare by Bart, TheSnidr - 01:04:36
Monster Hunger by MatthewPattel - 01:11:54
To Hell With It by MIchael PS - 01:19:09
The Frootinis by GameDevDan, Allison James - 01:35:09
Thank you for an extremely hilarious playtrough of my game. That deeply frustrated "I will be the only person in the entire GMC to get all stupid fifty coins of this thing" was wonderful. I'm glad you had fun in a very angry kind of way.I'd like to thank everyone who came through during the second session with me and my friend on Twitch.
That makes way more sense in that case!, The way I would have gone about this is, start small, have the player and the snake and each level teach the player a new mechanic and enforce that mechanic before introducing the next, as it is right now, its a very quick dump of information with little time to understand it all without lots of trial and errorFor those of you who didn't really get Danger Noodle, here's a quick playthrough of how I thought the experience would look like x)
The game needs to be heavily revised and optimized, but at least the idea was interesting.
I definitely appreciate the effort, but I still get a shader error in the post-Jam version, unfortunately. Same error as in my review post.I've created a post-jam version of Hårs aimed at those who couldn't play the original version. This version can be played with a controller (using either the face buttons, the shoulder buttons/triggers or a combination of both), and you can toggle the use of shaders by pressing 1 before reaching the first castle (I can't say for sure that this won't break things because I never had the issue myself but at least I've made sure the shader is never used).
I would like an in depth tutorial on fart noise creation pleaseI just finished playing all of the games. There are definitely some magical ones in there, that's for sure. I'll probably wait a while before posting my votes/reviews, since there's still plenty of time and I might be able to give some better feedback if I wait and replay a few games.
BTW, I don't know if anyone else here is as much of a sound design nerd as I am (not saying I'm good at it), but I created my toon fart sound effects from the ground up in a synth called Harmor.
I didn't blow any kind of air into a mic to make them. But that should go without saying, I mean, come on. I can't make mouth farts. I'm an adult. That'd be far too childish for my age.
Would this be a problem with Wine and not windows?I definitely appreciate the effort, but I still get a shader error in the post-Jam version, unfortunately. Same error as in my review post.
FATAL ERROR in Vertex Shader compilation
memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER
stack frame is
gml_Object_obj_night_Draw_73 (line -1)
Possibly. The game unfortunately won't even start up on my Win10 VM, for unknown reasons (no error message; just a blank screen), but that VM has been unstable since day 1 so that's not too much of a surprise.Would this be a problem with Wine and not windows?
Success! It runs now. I'll give it a full playthrough tonight when I'm on my other computer (the one I'm on right now has the same keyboard ghosting issues that other people have reported; my other one is newer and shouldn't have as many issues with that). Thanks!
No promises, but I might make a video where I go through my project, showing how I designed it all. If I do, it'll likely be after Christmas though, since I'm working on some music as a gift for family and that's taking a lot of my free time.I would like an in depth tutorial on fart noise creation please
Wow! I had no idea there was another level hidden in there.I uploaded a full playthrough of the Frootinis to YouTube for anyone who couldn't complete it and/or wants to see the secret level if they missed it. If you haven't played yet probably best to do so before watching!
The princess has all physics disabled when carried and I set her position though code while she's on the horse. I tried letting her rest on top of the horse but the legs are too weak to carry the extra weight so it made walking impossible (that's likely also part of why you can't walk up slopes).I'm guessing the princess is "glued" to the horse using a weld joint to make this all work?
Yes, it's a Swedish Å. It's a dumb joke where the English word "horse" is misspelled but still pronounced the same. If you were to translate it to English, you'd get "hair's" which makes absolutely no sense in this context.Was the letter A in the name inspired by the Swedish language? Or by any Nordic language?