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A jam submission

Gather From GaiaView game page

Platformer Rpg, with a little bit of sandbox to it.
Submitted by GatherDev — 2 days, 10 hours before the deadline
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Gather From Gaia's itch.io page

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Comments

-Why does itch say "WARNING: This Page Has Been Quarantined" when I try downloading the game, anon?
-Had to play with a gamepad because keyboard controls are nonsensical
-Movement is stick-only, isn't doubled via D-pad. Why?
-Where is the main menu once you load in? Doesn't look like it exists...


-Make interactive tutorial instead of this text dump
-Pressing "Up" on the controller to exit out of a vending machine menu isn't intuitive, most people are use to be able to either:
1. Press "B"/"O" on a gamepad since it's usually "cancel"
2. Be able to walk away and cancel the interaction
-Why are you including gamepad support in a game that has typing capability?
-Why did you even include typing? What is this, Leisure Suit Larry? An adventure game like Broken Sword?
-If you're using a gamepad you can't exit the chat box without using your mouse. Anon, please
-The first challenge in the game is actually trying to jump over an NPC. Why do NPCs have collision?
-Can only respec at a designated respec spot - once you invest in a stat after leveling, it auto applies and you can't revert it to assign elsewhere
-Constantly respawning enemies are a massive hassle - especially when all it takes it wasting a few minutes offscreen
-Vine enemies can damage you from offscreen on account of having huge attack range
-The issue is even worse for bigger version of said enemies
-Using your special attack doesn't make you invincible
-Enemies just keep spawning endlessly, I've got to a point where there are like 5-7 rock enemies right after the cliff with an assortment of skeletons and other weird stuff. Don't you cull them or something, at least when the new day arrives?
-Why is there inventory screen if there is no equipment to put on your character?
-Imagine, IMAGINE making a character who has their basic jump tied to a mana bar. Anon, why did you think that was a good idea?
-What the FUCK is going on with the engineer? Free level up on a slime skill? Better jump than ninja? Better skills than ninja as well? Did you at least try to check how Engineer plays, because these are like characters from two different games
-Somehow lost the rabbit bot tower, never to get it back again
-Somehow turned my one wrench attack when the rabbit bot out into a million attacks as long as you hold X, so you deal a couple hundreds on every frame
-What is even the goal of this demo? It feels like a bunch of ideas haphazardly stitched together. "Wander around and kill things", sheesh.


-Character designs looks like it's straight from some 2007 emo girl facebook/myspace page
-Why is the default view so zoomed in?
-"Chat box" is cut off at the top and disappears way too fast, there is also no option to scroll the text on a gamepad, only with mouse
-The clash between character/object sprites and tilesets is absolutely jarring
-The art itself is pretty high quality, but something about artist's direction makes me feel weird. It's like I'm playing Mabinogi or some other korean game
-I'm not sure you understand how ninjas are supposed to look like and instead made an upright porcupine
-Stats menu is so god damn small


-Attack SFX have background noise, why didn't you clean them up?
-Poison sound is absolutely horrible
-Don't use meme SFX as placeholder, at this point better have no placeholder at all
-What's with the random phone ringing sound?
-Jar breaking sound is LOUD

I'm sorry anon, I don't say it often, but this is the first game that made me feel actual, physical cringe. I don't know if it's a passion project or you've been making this game over the course of like a decade. The art looks good but main character designs and those meme SFX are just horrid. During the entire time I tried to figure out what were you trying to make and so far it looks like terraria without any building.

Difficulty is all over the place. Enemies keep spawning the moment you leave the screen like it's ninja gaiden. Special attack on a ninja does less damage than a regular one. Controls are just 2-3 walls of text on a black screen with some general hints (and you can't revisit those again), the chatbox system is unnecessary and there are bugs all over the place.

Make an interactive tutorial, play your game without debug tools on and use Ninja for that. Then please try to figure out what could be the case with the game, and find someone who could guide your artistic talent in a more consistent type of way, because right now it's all over the place.

Submitted

Feels a lot better since last time! I love rapidfire mode, I feel it does make it a lot more rapid, but it's nice that you also provide the option to charge your shots! I see some people complained about controls, but that seemed mostly keyboard-centric. With a controller, I didn't really have much issue with anything. Plus there was the helpful overview in the game itself.
The questing system was also a nice addition, I think it wasn't there in this form last time. Added some more character to the npcs around. Still no mercy for the walrus from me though.

Only things I found were that you could get out of buying/d-pad up menus by pressing escape on the keyboard and then moving, which in turn broke the level-up menu. 

Additionally, I got stuck in a room with earth tiles, I thought I could dash out of it, but I ran  out of sodas and had to /unstuck out of there. Roughly top right of the map somewhere, I think.

All in all, I think it's a lot of great improvements from last time! Keep it up!

Submitted (1 edit)

Things still feel very janky. Keyboard controls are also completely broken, I'm not sure if it was like that last submission, but I couldn't get anything to happen with a keyboard. 

I think at this point there are way too many different systems implemented. Last time I commented that it was interesting how the game had all kinds of different features and mechanics, but I feel I need to backtrack that. You should probably give the features you've already implemented more attention rather than adding anything new.

As usual there are bugs, just one I found in my short playthrough was: If you crouch right in front of the cube face and jump nothing will happen, but if you sleep right in front of the cube face then jump your character will constantly be pushed backwards. 

Finally, since people keep mentioning Maplestory, maybe try out Maplestory DS for inspiration? It's a singleplayer Maplestory game, which is what I assume you are going for.

Commenting as promised in the thread:
It's better since I last saw it (maybe 2 dd ago) but it's still very bad. 

I like your artstyle in some places(vines/tree on the left of the start, and some enemies), but even that has his problems because it's not consistent. Super basic example: even your charas doesn't seem to be from the same game.

Dunno what's your objective with your game, but imo you are doing the beginner's mmo mistake, but in platform. You are trying  juggle 15 balls, but you can't even do three. Even if a "platformer-rpg-sandbox" is your final objective, you need to be able to code a good platformer first. 

My general tip is to take a step back from this, organize your ideas in tiers of importance, and implement them well one at the time. Also, most importantly, you need to find the fun in your game.

Random notes:

- 4-5 pages walls of text as you begin the game is a super no-no, I almost quitted there.

- audio blasting at full force, is very bad

- ui on your chara and menus go blackout at night

- night cycle is a problem by itself. While I'm writing this, night has still not passed.  A day/night cycle has a lot of problems and challenges attached to it. Imo cut it, and think about reimplementing it only when everything else is great.

- You need a proper step by step tutorial of your game, and your systems. 

- from a design standpoint I can understand a jump that drains energy(with engine pg), but stopping and sleeping every 6 jumps is anti-fun. 

- dunno if you are going for an absurd sound design, but if it's so, everything must be on the same level of crazyness. 

- death is almost a jumpscare

Please don't throw several pages of tutorial of me before the game has even started.

Submitted

There’s a lot of stuff here. I’m not sure if your intention is to create a multiplayer game like Terraria or Maple story, so I’ll talk about it like it’s a single player game

  • I couldn’t tell what any of the bars where below my character
  • I wasn’t having fun until I realized there doesn’t seem to be a cooldown on shuriken’s, so I engaged “fumble the xbox controller to press X as fast as possible”
  • UI elements seem bound to zoom, which is very weird
  • The dashing trail effect for the owl seems to be tracking all his previous movement as well
  • I kind of just guessed I could climb vines and that worked
Submitted

Hey, in case you are not aware, I just wanted to let you know your page is quarantined.


Submitted

Reminds me a little of maplestory. It was difficult for me to read the tutorial text at the start of the game but my eyes are pretty bad so I only read the description under the game. Hard to exit chat or other popup boxes. Sometimes enemies get stuck to your head and you can't seem to hit them. The slime enemies near the beginning do no damage but maybe that's intentional since other enemies do damage. Pressing "c" on the keyboard doesn't seem to do anything after levelling up, I'm assuming that glowing light after killing an enemy means levelling up.  The bird enemy that grabs you is annoying since it seems to throw you to a random location and often results in something stuck to the top of your head.

Submitted

There is a lot to unpack here

>Start button never being stated anywhere, Had to mash my keyboard to get it to work

>The game wold be better if it wasn't rendered in such a small screen resolution to be able to read the text

>The camera being way too unzoomed and the keys to control the camera being what should be used for attacks. Z is so much closer than Q

>The chat system that exists which means when leveling up, you type in the chat instead of doing an attack while pressing Q for an attack meaning for no good reason your attack is cancelled to say you leveled up

>The enemies don't hurt you if you run into them, they just turn static moving with you until you jump

>Some enemies just act so weird  rushing into you where you feel nothing when it happens outside of the sound effects or they glitch out graphically. All enemies glitch out graphically

Make the camera's zoom static, I like the graphics, but there is no reason to allow for the camera to be zoomed in so much or unzoomed so much. It's not good and I kept messing with the camera since they are keys used for the camera where they can be accidentally hit. It needs a lot of major changes.