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A jam submission

Reindeer StoryView game page

Be a Deer! Seasonal RPG, Absurd Action-Adventure!
Submitted by Azzie (@4ZZI3) — 2 days, 14 hours before the deadline
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Reindeer Story's itch.io page

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Comments

HostSubmitted(+1)

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############################################################################################

ERROR in

action number 1

of Draw Event

for object obJ_PauseMenu:

Push :: Execution Error - Variable Index [1] out of range [1] - -1.menuItems(100316,1)

at gml_Object_obJ_PauseMenu_Draw_64

############################################################################################

gml_Object_obJ_PauseMenu_Draw_64 (line -1)

Developer

Whoops, I'll take a look into that. Thanks.

Submitted(+1)

Looks and sounds good, gameplay and story are also decent. Has a good chance of making it due to it's premise and seasonal nature, but there's way too many bugs to judge it properly. The collision boxes also suck, so give some special attention to them.

Developer

Thanks, definitely going to take a look at collisions and bugs.  I was a bit lazy in halting the players diagonal movement entirely if either direction was impassable but I'll get that sorted to have the player move in the free direction in those instances.

(+1)

Reindeertale. I´d say the basic systems are there but of course it still needs polish. Sometimes it feels hard to open a present, I don´t know what it is, weird hitboxes? The character also sometimes gets a bit stuck on the environment (you can´t slide along walls doing a diagonal input) I like the art, it´s cute. The equip menu can be a bit confusing at the beginning.

Developer

Cool, thanks for playing it. I'll take a look into making the improvements. 

The present and appears some old code I had. the hit box for opening/interacting used to be a square but I made it into a radius while also requiring the player to be facting towards it. However I had left in hardcoded value for the radius (25 pixels) for the presents which makes it a tighter hitbox than the NPCs(32 pixels). 

Having diagonals slide the player up/down right/left against a wall makes sense too.