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GMC Jam Discussion The Post-Apocalyptic GMC Jam #1 Discussion Thread

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ConsolCWBY

Guest
Comet See the World 50 Yrs Hence by ConsolCWBY
It's actually Come + See the World... but I can see where the mistake came from! (It's my fault of me being lazy and writing with the mouse - not using my tablet to handwrite because it's a pain to set up!) :D
 

var

Member
Is it just me and my somewhat low-end computer, or is Deadzone by @Cat and @var EXTREMELY laggy, to the point of being unplayable?
Yeah, it is. The lag only appeared in the hour before the jam ended, so we didn't have time to fix it. I'm thinking it might be caused at least partially by the lighting system and permanent particles attempting to store and draw up to 122.9m texels per frame.

You're not missing much, though. We ran out of time near the end of the jam, so gameplay is quite buggy, balance is virtually non-existent, and several essential features (which the game needs to realize its current potential) are unfinished. To be fair, though, I'd only used GML for like a couple hours total before the jam.

Me and @Cat may release a better version of the game later, when we aren't burnt out from the ~50 hours spent with GM:S during the jam.
 
D

DocNogloff

Guest
Huh. I've only just realized how similar mine and Blake's games' core concepts are (reading gravestones do stuff etc etc). Of course his game looks way better and certainly way more thought-out than my patchwork of a game, but it's still interesting to see such similarities.
 
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zircher

Guest
Funny bit of take away from the GMC Jam as I check out the other entries, I didn't enter to win. I entered to challenge myself and get better. Seeing some of these wonderful entries is inspiring rather than depressing. It might take me a few rodeos before I'm not getting thrown off the horse, but I'm looking forward to the ride. :)
 
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nvrogers

Guest
Funny bit of take away from the GMC Jam as I check out the other entries, I didn't enter to win. I entered to challenge myself and get better. Seeing some of these wonderful entries is inspiring rather than depressing. It might take me a few rodeos before I'm not getting thrown off the horse, but I'm looking forward to the ride. :)
Hey, I've done quite a few of these and I still get "thrown off the horse" every now and then.
 

var

Member
I guess I'll make an official statement about the game


(by Cat and var)

The core mechanic of the game was going to be that you were a robot with finite energy that gets used up as you play. To survive, you have to steal energy from other robots. Unfortunately, the project was probably a bit too ambitious for us—I only had a few hours of experience with GameMaker, and Cat doesn't really have experience working on projects of this scale. We ran out of time near the end of the jam, so gameplay is quite buggy, balance is virtually non-existent, and several essential features (which the game needs to realize its current potential) are unfinished.

Here's a list of known bugs:

  • FPS drops to unplayable rates on some computers
  • Enemies don't appear to drop items
  • End-of-level stairs aren't placed where they should be.
  • Enemies turn to face the player even after running out of energy.
  • Running out of power doesn't kill you.
  • Crafting items does not use up scrap.
  • Way too many explosion particles appear on bullet collision.
  • Lights have a constant radius that is far too small.
  • Sniper rifle fire rate is far less than it should be.
  • SMG bursts appear to last infinitely, not for the 5-10 bullets they should.
  • You can pick up items that are not right next to you.
  • Enemies sometimes rush the player even when they have no melee weapon.
Here's features that are in the code, but either are not noticeable, not part of the finished game, or are too buggy to work as they should:
  • Levels are procedurally generated.
  • Items and enemies have procedurally generated stats.
  • Enemies carry the same guns that the player can have.
  • There should be stairs at the end of each level that lead to a new level.
  • In the next level, all enemies and new items have better stats.
  • Enemies can lose max hp the same way the player can, and the scrap they yield depends on their max hp.
  • There are 3 enemy types: normal, heavy (slow, but have better weapons), and swarm (fast, very low health, worse weapons, appear in larger groups).
  • Crafting results in items one tier above enemy drops.
  • There are currently about 6 music tracks, only 2 of which Cat thought deserved to be in the game.
  • The player can use melee weapons, we just didn't add a way to obtain them.
  • Stationary lights can be placed in the level.
Aside from everything above, here's things I think would need to be added to make the game fun to play:
  • Item tooltips.
  • Balancing.
  • Regenerating energy at stations.
  • Better sprites for everything.
  • Upgrading health.
And here's the devlog(s)

Condensed log:
07/28 23:20:10 Initial files
07/29 08:59:32 Added player and shooting
07/29 11:46:12 Added items
07/29 16:08:11 Added guns and updated shooting mechanics
07/29 16:51:36 Added inventory
07/29 17:11:24 improved weapons
07/29 17:17:11 Added Configs files
07/29 20:43:27 Item & Inventory improvements
07/29 23:20:07 Improved camera & bullet collisions
07/29 23:29:45 Made moving drain battery
07/30 10:11:15 Added Base enemy AI & improved weapon equipping.
07/30 12:36:41 Broken lighting
07/30 14:52:39 Added procedural dungeon generation
07/30 17:24:38 Room population
07/30 20:13:53 Began AI
07/30 21:49:52 Implemented working lighting
07/30 22:05:48 Added stations & crafting
07/30 23:03:49 Minor fixes
07/31 00:38:43 Misc. changes
07/31 01:15:34 Fixed the enemy code that git broke
07/31 13:34:20 Improved combat
07/31 13:37:16 Misc item stuff
07/31 13:43:38 Added player sprite and rotation
07/31 13:49:39 Added weapon base sprites
07/31 14:32:42 more sprite changes I forgot
07/31 14:45:42 added gun template
07/31 15:58:34 began item scaling
07/31 16:04:21 Fixed the stupid bullet collisions!!!111!!!11!!111
07/31 17:53:00 Added main menu
07/31 18:33:30 Made melee weapons work
07/31 23:05:25 Health, plasma cutting, siphoning, enemy power & death
08/01 00:50:46 BUGGY - do not use
08/01 02:06:08 Began tooltips
08/01 02:21:19 removed recoil triangles
08/01 04:19:58 temp commit
08/01 05:23:36 idk lel
08/01 05:24:33 porcedurally generate enemies
08/01 06:06:23 Added all current music*
08/01 06:48:42 stuff
08/01 07:40:13 menu stuff
08/01 07:40:56 stuff
08/01 07:50:26 a
08/01 08:34:09 Finish 4 teh jam
Full git log:
07/28 23:18:03
Added .gitattributes & .gitignore files

07/28 23:20:10
Initial files

07/29 08:59:32
Added player and shooting

07/29 09:01:54
Merge branch 'master' of <remote repo>

07/29 11:46:12
Added items
---
Added inventory, slots for battery and weapon.
Added battery with charge amount.
Added base item object.
Addded sprite for battery.

07/29 16:08:11
Added guns and updated shooting mechanics

07/29 16:51:36
Added inventory
---
Press [R] to open inventory.
Items can be moved between inventory slots.
Added inv sprite.

07/29 17:11:24
improved weapons

07/29 17:17:11
Added Configs files

07/29 17:18:35
Merge branch 'items'

07/29 19:06:32
Merge remote-tracking branch 'origin/held-items'

07/29 19:12:50
Merge branch 'master' into items

07/29 20:43:27
Item & Inventory improvements
---
Added items for plasma cutter, siphon, gun.
Added ability to drag items around inventory.
Restricted equippable items to certain slots.

07/29 23:20:07
Improved camera & bullet collisions
---
Added zoomed-in camera that partially follows mouse.
Made bullet collisions more reliable & precise.

07/29 23:29:45
Made moving drain battery

07/29 23:34:47
Merge remote-tracking branch 'origin/camera'

07/30 00:20:41
Merge branch 'items'

07/30 02:15:12
Merge remote-tracking branch 'refs/remotes/origin/master' into camera

07/30 10:11:15
Added Base enemy AI & improved weapon equipping.
---
Enemies power up when player gets close, then follow player until the run
out of charge.
Weapons check if they are equpped every step, rather than relying the
player drag&dropping.

07/30 12:36:41
Broken lighting
---
Lighting has since been perfected, will be implemented next patch

07/30 14:52:39
Added procedural dungeon generation
---
Added 16x16 wall.
Removed test objects.

07/30 14:53:49
Merge branch 'enemies' into procedural

07/30 17:24:38
Room population
---
Rooms can now be populated with enemies, walls, stations, etc.

07/30 17:30:15
Merge branch 'procedural'

07/30 20:13:53
Began AI

07/30 21:49:52
Implemented working lighting

07/30 22:05:48
Added stations & crafting
---
Added stations which appear 0-2 times in every level.
Added ability to "craft" new basic items.

07/30 22:41:00
Merge remote-tracking branch 'origin/camera'

07/30 22:43:10
Merge branch 'enemies' of <remote repo> into enemies

07/30 22:47:10
Merge branch 'enemies'

07/30 22:59:29
Merge branch 'crafting'

07/30 23:03:49
Minor fixes

07/31 00:38:43
Misc. changes

07/31 00:43:30
Merge branch 'master' into enemies

07/31 00:43:51
Merge branch 'enemies'

07/31 01:15:34
Fixed the enemy code that git broke

07/31 01:26:42
Merge remote-tracking branch 'refs/remotes/origin/master' into combat
---
# Conflicts:
# objects/obj_enemy.object.gmx
# objects/obj_item_gun.object.gmx

07/31 13:34:20
Improved combat

07/31 13:37:16
Misc item stuff
---
Added scr_make_item.
Added more draining things.
Added charge meter.
Added light item.
Added dropping items.

07/31 13:43:38
Added player sprite and rotation

07/31 13:49:39
Added weapon base sprites

07/31 14:32:42
more sprite changes I forgot

07/31 14:38:37
Merge remote-tracking branch 'refs/remotes/origin/power'
---
# Conflicts:
# objects/obj_item_gun.object.gmx
# objects/obj_player.object.gmx

07/31 14:39:10
Merge remote-tracking branch 'refs/remotes/origin/master' into procedural

07/31 14:45:42
added gun template

07/31 14:51:45
Merge remote-tracking branch 'refs/remotes/origin/combat' into procedural
---
# Conflicts:
# android-t1.project.gmx
# objects/obj_control.object.gmx
# objects/obj_light.object.gmx
# objects/obj_player.object.gmx

07/31 15:58:34
began item scaling

07/31 16:04:21
Fixed the stupid bullet collisions!!!111!!!11!!111

07/31 16:11:06
Merge branch 'master' of <remote repo>

07/31 16:15:31
Merge branch 'procedural' of <remote repo> into procedural

07/31 17:53:00
Added main menu

07/31 17:53:16
Merge branch 'procedural' of <remote repo> into procedural

07/31 18:33:30
Made melee weapons work

07/31 18:35:11
Merge branch 'procedural'

07/31 19:16:38
Merge branch 'master' into combat

07/31 23:05:25
Health, plasma cutting, siphoning, enemy power & death
---
Enemies use up power while moving.
Enemies can die.
Player can plasma scrap and siphon energy from enemy remains.

08/01 00:50:46
BUGGY - do not use

08/01 02:06:08
Began tooltips

08/01 02:21:19
removed recoil triangles

08/01 02:22:05
Merge branch 'combat'

08/01 02:52:12
Merge branch 'master' into sprites
---
Fixed object depth as well.

08/01 04:19:58
temp commit

08/01 05:23:36
idk lel
---
"slightly broken is better than really broken"
-a true mlg player

08/01 05:24:33
porcedurally generate enemies

08/01 06:06:23
Added all current music*
---
that is, unless we add the other stuff I made but didn't mp3ify

08/01 06:14:37
Merge branch 'refs/heads/music'
---
# Conflicts:
# objects/obj_control.object.gmx
# rooms/rm_menu.room.gmx

08/01 06:48:42
stuff

08/01 06:52:59
Merge branch 'sprites'

08/01 07:40:13
menu stuff

08/01 07:40:56
stuff

08/01 07:44:02
Merge remote-tracking branch 'origin/master'

08/01 07:45:38
Merge branch 'master' of <remote repo>

08/01 07:50:26
a

08/01 08:34:09
Finish 4 teh jam

In a few weeks we may release a better version of the game.
 
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@Carnivius: I'm getting a shader compiler error with your game. Apparently my crappy video card doesn't do shaders? At least not the way GM handles them....
Any chance of getting a shaderless version so I can try it out? It's a shame it doesn't work, because I have a feeling I'd like your game the most out of the rest in the jam...

@David Chen: your game locked up on me at the final cutscene, lol. X'D
Music and art was very pretty, though. I think you have the best looking game in the jam, here. Really great color choices and art style.
 
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rui.rosario

Guest
Made the reviews for:
Afterstory by David Chen , Moxxin, Adam Twite
Buried At Sea by ZombieLawyer
Grey Fall by Morne, Bernard, Marius
Last Hope by HayManMarc, zminusone
The Last Ghost by Coolbot4k

EDIT: @Misty just saw your review of my entry. Yeah, I got your point, I wanted to pass the message as a different take on the EVERYBODY IS DEAD theme, but then got too distracted with the message and just made something to account for a sort of game xD

Not that it matters, but there is an Easter Egg on the game, the depressed / "dead" person on the corner of the main screen. Just keep clicking it.
 
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johnwo

Member
I've seen some members say that my game has GUI-draw issues (@Miner7365 , @Misty).

If someone has played/or is planning to do so: Please read the readme.

The GUI-draw issue is caused by DPI-scaling, most likely because the final build was compiled with the YYC (in my experience that could cause issues when it comes to DPI-scaling).
Disabling display scaling on High DPI fixes this.

Cheers!
 
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Misty

Guest
Any reason why you didn't just give the .torrent to download? Looks like you went for a magnet link maybe? Well, whatever you tried, unfortunately, the link doesn't work.
I steer clear from torrents.

I've seen some members say that my game has GUI-draw issues (@Miner7365 , @Misty).

If someone has played/or is planning to do so: Please read the readme.

The GUI-draw issue is caused by DPI-scaling, most likely because the final build was compiled with the YYC (in my experience that could cause issues when it comes to DPI-scaling).
Disabling display scaling on High DPI fixes this.

Cheers!
I don't fiddle with my graphics card settings. I put it on the least laggy settings possible, so chances are, if it's a fancy doohicky, it's already disabled.

Yeah, I got your point, I wanted to pass the message as a different take on the EVERYBODY IS DEAD theme, but then got too distracted with the message and just made something to account for a sort of game xD
The intro video was basically a bunch of text and a couple of 2d pixel images....how much time did you spend on making the message? xD
 

johnwo

Member
I don't fiddle with my graphics card settings. I put it on the least laggy settings possible, so chances are, if it's a fancy doohicky, it's already disabled.
This has nothing to do with graphics card settings.

Since I don't want to clog up this topic with my ramblings, this is my last say on this subject.

Cheers!
 

Micah_DS

Member
Worked fine for me.
Well that's odd. My apologies. I wonder what's wrong on my end then?... can't get uTorrent to recognize the url. I'll just download another way I guess, though I do wish someone could enlighten me as to what I've done wrong. It's not like I don't understand torrents - never had anything like this happen before.

EDIT:
Thanks to @Siolfor the Jackal sending me a PM, I figured out that I had to change "http://magnet/?" to "magnet:?" while the rest of the url remains the same.

Again, apologies. Apparently I still have some ignorance in the area of torrenting.
 
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rui.rosario

Guest
The intro video was basically a bunch of text and a couple of 2d pixel images....how much time did you spend on making the message? xD
I'm a programmer, not an artist, even the simplest graphics take a lot of time for me to do xDDDDD
 

Micah_DS

Member
I'd just like to take a moment to say that 'Everything's Gone to Hell' is an awesome entry. Thank you @TehPilot for this little slice of fun (and the audio by TheFugue is good stuff). It's easily my favorite so far but I still have 65 left to play, haha.

The Jam Player is really nice too. So many talented and creative people here, it's awesome. I really wish I would've tried for a smaller scale game myself. I'm feeling sad that I didn't get my own game in the mix.
 
Playing through some of the other entries and I'm kind of amazed by how much some people got done, to the point where I get more and more embarrased that I didn't finish my first level.
I think I learnt a lot from my first jam.
 

aamatniekss

Member
I'd just like to take a moment to say that 'Everything's Gone to Hell' is an awesome entry. Thank you @TehPilot for this little slice of fun (and the audio by TheFugue is good stuff). It's easily my favorite so far but I still have 65 left to play, haha.

The Jam Player is really nice too. So many talented and creative people here, it's awesome. I really wish I would've tried for a smaller scale game myself. I'm feeling sad that I didn't get my own game in the mix.
Yeah, I agree its a pretty cool game, my favourite so far out of the 15 ive played. I also think its the best TehPilots Jam game I've played so far in my couple jam attendances.
 

Carnivius

Member
Hm, in Misty's review of my game it states "Good retro graphics but I'm not a fan of the slow as snails text and gameplay. 3/5" Is the text slow for anybody else? I thought I made it appear reasonably fast and you can hold down X (the fire button) to sleep it up more. Pressing Return lets you skip it entirely.

@Carnivius: I'm getting a shader compiler error with your game. Apparently my crappy video card doesn't do shaders? At least not the way GM handles them....
Any chance of getting a shaderless version so I can try it out? It's a shame it doesn't work, because I have a feeling I'd like your game the most out of the rest in the jam...
You're not missing much in this current version. Not sure about disabling the shaders. The CRT effect can be (I'll switch default to non-CRT in next update) but there's a palette swapper shader which at moment deals with the screen fade transitions (using colours only from the Amstrad's 27 colour palette so grey fades to purple, to dark blue to black for example). I could try adding an option to disable that but I'd rather it not be the default as it would cheapen the game's presentation I feel. I was under the impression the vast majority of PC's could do shaders ok. :p
 
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Misty

Guest
Hm, in Misty's review of my game it states "Good retro graphics but I'm not a fan of the slow as snails text and gameplay. 3/5" Is the text slow for anybody else? I thought I made it appear reasonably fast and you can hold down X (the fire button) to sleep it up more. Pressing Return lets you skip it entirely.



You're not missing much in this current version. Not sure about disabling the shaders. The CRT effect can be (I'll switch default to non-CRT in next update) but there's a palette swapper shader which at moment deals with the screen fade transitions (using colours only from the Amstrad's 27 colour palette so grey fades to purple, to dark blue to black for example). I could try adding an option to disable that but I'd rather it not be the default as it would cheapen the game's presentation I feel. I was under the impression the vast majority of PC's could do shaders ok. :p
Not my pc. And also don't forget that the gameplay is slow for me too. You put no FPS counter bar for me to tell what it's supposed to be as a reference.

Did you use YYC compiler or no.
 

Carnivius

Member
Not my pc. And also don't forget that the gameplay is slow for me too. You put no FPS counter bar for me to tell what it's supposed to be as a reference.
Didn't know it was a requirement but it IS in there if you press D. :p Also if you press C to switch from CRT mode to regular scanline mode it may be a little faster, I dunno. :p


Did you use YYC compiler or no.
No I didn't cos it rarely ever works for me so I kinda forgot it even exists. :p
 

NAL

ʕ ᓀ ᴥ ᓂ ʔ
GMC Elder
@Snail_Man To respond to your thing about the dungeons in Four Versus the World quickly, the arrow in the bottom right of the screen in dungeons points towards the exit :)

Thanks for the reviews to those that have done them so far. I'm well aware the gameplay in it is fairly dull, I can chalk that down to poor planning meaning I had to spend too long on the back end of the game and didn't have enough afterwards to add fun content. I've always had the personal guideline for jam game creation that I spend Day 1 making my entry completable, Day 2 making it fun, and Day 3 making it polished. It was only at the start of Day 3 that I'd got to the completable bit this time!
 
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Nallebeorn

Member
Whoah, no wonder my game was occasionally lagging! I was redrawing a whole bunch of surfaces (used for the tiles) every step... It was only supposed to be done for animated tiles (water), on every new frame but I didn't take into account that image_speed is set to 1 by default even if the sprite has only one subimage >.<
 

ghandpivot

Member
Thanks for the review @Kepons, seems like you're the only one who even remotely enjoyed the game so far which is a shame. Most people seem to think it's way too hard or that maths simply isn't fun. I do understand that if maths isn't really your thing then this will not be your cup of tea at all. It's probably not a strong choice if you want to do well in a jam :rolleyes:
 
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Misty

Guest
Didn't know it was a requirement but it IS in there if you press D. :p Also if you press C to switch from CRT mode to regular scanline mode it may be a little faster, I dunno. :p



No I didn't cos it rarely ever works for me so I kinda forgot it even exists. :p
Thanks for the review @Kepons, seems like you're the only one who even remotely enjoyed the game so far which is a shame. Most people seem to think it's way too hard or that maths simply isn't fun. I do understand that if maths isn't really your thing then this will not be your cup of tea at all. It's probably not a strong choice if you want to do well in a jam :rolleyes:
Unless you are a robot or savant or something, your game is too hard.
Honestly the test I'd use is the Tesla Test.

If Tesla was here today, he probably couldn't beat your game after several tries, therefore your game is too hard.
 
C

CoderJoe

Guest
Disappointed with my rating so far... I though my game is pretty good, but I guess everyone thinks that.

20 games left to rate. Some are really good!
 
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ghandpivot

Member
Unless you are a robot or savant or something, your game is too hard.
Honestly the test I'd use is the Tesla Test.

If Tesla was here today, he probably couldn't beat your game after several tries, therefore your game is too hard.
Well is it really that hard though? Most of the people I've had to test it back here completed it without any real trouble. Sure, they would have to restart the later maps once or twice (4 times for one guy) due to not being quick enough, but that's kind of the point with the hardest end levels. I think however that the game might be too hard for a jam. There are tons of games to play and focus is kind of low, which it really can't be when you've only got ~8 seconds to find a combination or your dead.

My tip when playing the game and when going for the higher numbers is to just draw a strategic line through the field (careful not to split it off and limiting your choices later) until you get near the requested value, and then start looking for the number that you need to get in order to reach that value.

Also, carefully scanning the field and remembering groups that gives certain values are a must if you want to beat the top scores on the list. That way you can easily pull off e.g 43 in a matter of seconds.

Here's my playthrough video of the game if someone's struggeling with how to play it! This run is far from flawless but it had the highscores until some "anon" guy took it from me, so I'll have to give it another go I guess :rolleyes:

I've obviously played the game a lot during development, so back then I used to have the time limit for holes etc set to 2 seconds, which was brutal, but I was convinced to increase it to about 6-8 :p
 
R

rui.rosario

Guest
New reviews (just two for now, doubt I'll make more today)
Dance With Death by nvrogers
antideath by Yokcos
 

Kepons

Lost The Bet
Thanks for the review @Kepons, seems like you're the only one who even remotely enjoyed the game so far which is a shame. Most people seem to think it's way too hard or that maths simply isn't fun. I do understand that if maths isn't really your thing then this will not be your cup of tea at all. It's probably not a strong choice if you want to do well in a jam :rolleyes:
I guess I have a pretty twisted view on things. I must admit that in later levels it was more of "drag over numbers until you get the desired sum", but I still found it really fun for some reason. Maybe because it's a concept that isn't seen so often.
 
M

Misty

Guest
Well is it really that hard though? Most of the people I've had to test it back here completed it without any real trouble.
How do you know they weren't robots or taking geniux pills (The Anderson Cooper ones)?
 
M

Misty

Guest
“A genius is the one most like himself.”
- Thelonious Monk
I secretly suspect Nikola Tesla was a transwoman and simply did not know it, and was a genius, so I am not sure that statement applies or can be used with much accuracy.
 

johnwo

Member
I secretly suspect Nikola Tesla was a transwoman and simply did not know it, and was a genius, so I am not sure that statement applies or can be used with much accuracy.
What you believe doesn't matter, in the big picture... The general consensus is that Nikola Tesla was a man...
Either way, the quote I made is applicable to both males and females if you change himself to herself.

Now, let's stop debating as if this was the off-topic section and get back to the gravy, the GMC Jam.

Cheers!
 
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Misty

Guest
The general consensus does not matter, all that matters is what Tesla was on the inside.

He said 3 things which are very sus:

Thing Tesla said 1. Tesla said he is unworthy of women (probably due to feeling something unworthy with his identity)

Thing Tesla said 2. Tesla said Men are becoming women on the inside and women are becoming men on the inside.

Thing Tesla said 3. Tesla gave lots and praise and admiration for women and their nurturing nature, felt like he was in awe of, had great respect for and felt like he could never compare to their glory.

As a potential future psychiatrist, I give my diagnosis and firm belief that Nikola Tesla, was in fact Nikololita Tesla. Sex changed is prescribed. Effective Immediately Date: 8/3/2016 Signed Misty Authorized AOFPP (Association of Future Potential Psychiatrists)


With that out of the way, we can get back to the jam.
 

aamatniekss

Member
Well is it really that hard though? Most of the people I've had to test it back here completed it without any real trouble. Sure, they would have to restart the later maps once or twice (4 times for one guy) due to not being quick enough, but that's kind of the point with the hardest end levels. I think however that the game might be too hard for a jam. There are tons of games to play and focus is kind of low, which it really can't be when you've only got ~8 seconds to find a combination or your dead.
Have to agree, wasnt that hard, I had to restart the last level a few times, but thats ok. Considering we're all gamedevs, where math is so often used, its strange that people seem to be thinking its way too hard here. Only thing it could be is a bit too long though, cause it takes a while to beat it all, and if you want to review all the games, well..
 
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