looking forward to it
abnnr
Creator of
Recent community posts
first try was the urchin. his way of messing with the player is interesting, but it would be cool if i could see where he is going to place a block instead of it materializing there so i could maybe prevent it and can be more pro-active that way.
2nd one i don't remember but he inverts your controls
3rd one was the ghost. this one can fuckup your whole board if the shuffler isn't feeling like giving good pieces.
i probably glossed over it, but a quick-restart option/button would be nice. i played clutch and it was surprisingly intuitive, however since this way is so close to irl i kinda missed going into neutral quickly. perhaps you could add left-bumper+right-stick-click for neutral. overall nothing to complain here. very novel idea and very well executed.
nice spritework and a interesting concept of fighting game controlled time-trail game. i played with a controller so i don't know what 3 is as an input, but it doesn't matter because an error happened.
___________________________________________
############################################################################################
ERROR in action number 1
of Alarm Event for alarm 2 for object obj_next_room_1:
Pop :: Execution Error - Variable set failed stun - read only variable?
at gml_Script_anon@4659@pState_hitStun@pState_hitStun
############################################################################################
gml_Script_anon@4659@pState_hitStun@pState_hitStun (line -1)
gml_Script_anon@177@StateMachine@State_machine
gml_Object_obj_next_room_1_Alarm_2
it controls well enough. i glossed over the controls so i had to figure those out on the fly. luckily i have played pepsiman before so it was guessable.
it lacks style, juice and looks like an assetflip though. pepsiman has way more wacky and interesting objects/scenraio's to jump-over or slide-under to make the entire experience more fun even though it's mechanically the same. i assume your models are downloaded so why not also download a free rigged camel or something and put 1 of those in among the traffic to add something memorable. bonus-points if the wacky extra stuff is wagie-related.
thank you for playing and superthanks for recording gameplay. i recognize who you are by the victory-wiggle.
yeh christmas and newyears ate up more of my time and will than i anticipated so some of the "cool stuff" didn't make it in. oh i see camera sensitivity doesn't do shit lmao.
i see more of it is cheesable than i thought. thanks for demonstrating.
same thing that happened to ralph happened to me(picrel). it took me a while to even comprehend what was going on half the time, but i got the hang of it(i think). it all looks very appealing and polished. maybe having the player time a buttonpress that gets harder to time with each upgrade and forcing them to stand still while being bombarded by enemies isn't the best way to go to next level.

big improvements overall, but i think the scaffold parts just aren't a good fit for the characters' movement as his "walk"speed would put doomguy to shame. the part inside the lab feels way more natural to the characters' movement as every platform is big af which is a shame because i think most people will encounter scaffolds before the lab which will probably leave a bad impression to new players.
because the regular movespeed is so high i find myself walking into the frankensteins before i can bop them with my tiny bat.
the loop-de-loop blocks my view of the player character which caused me to run off the edge a couple of times. oh and the player-camera doesn't seem to like being blasted off by the canons very much, but i'm sure you're working on it.
i liked collecting the things. make them bigger.
the more different genres you add to a game like this the easier every game needs to be, since not everyone plays every genre. it also doesn't help that most of them have bad gamefeel and are kinda jank to control.
fishing game: fish are very fast when you hold the wrong button, but luckily my boomer reaction speed can keep up with it. story is kinda funny.
rpg: enjoyable enough. the enemies don't really do all that much so the healer can just heal everything no problem
rythm game: time margins are extremely small. playing actual music to a metronome is way easier.
dragon game: movement is way too sensitive for the amount of tight spaces i need to fly through. also kinda unclear exactly when he starts aiming in a direction if i move my cursor.
platform game: sensitive movement combined with the heaviest gravity known to man
shooting game: i can't aim fast or at all so this one will never be possible for me at least
wordy game: interesting concept. maybe give a little more time?
after finishing the rpg i found myself just going to the next game if i died once instead of retrying. playing the cutscene again on restart adds friction
this game oozes charm. very solid for the most part. i played on a controller and would like to request an option to invert camera-controls though. also i had to talk to lady-lizard 3 times because i thought she was done, but apparently she wasn't as i had to wait for her permission to leave.
there was also a bug where one of the farmers went to chase. when he went back to his place he did so using his weeding animation. very funny but probably not intended
thank you very much for playing and letting me know everything that isn't working. it's impossible for me to find on my own.
the first problem i'm not really sure what you mean, but generally people try to dash after they exit the water-sphere. try dashing before you leave the water sphere. see if it solves it. (yes i know i need to teach my mechanics better, i haven't figured that part out yet)
if you die the level resets and you lose all unsaved progress. checkpoints are only for when you still have health (like falling off platforms).
that last one is something i thought i had fixed. those things don't actually destroy when you dash them; the get placed very high up. so if you stand on top of em they'll take ya for a ride.
thank you very much for playing and +1 thanks for recording gameplay.
the shark has 2 different dashes based on context. out of water it will go in whatever yaw direction you input (or forward by default), but underwater you will just go in the direction you are currently diving. the idea is that you dash underwater before you leave a water-sphere so you can launch yourself out of water in any angle (mostly upwards).
you are correct that i need to tutorialize better. i lean pretty hard to "let the player figure stuff out" and i saw it working for that section in the rain, but explaining the dive-mechanic needs some more attention it seems.
thank you for playing! i'm happy to report that most bugs you mentioned are known and have-been/will-be fixed for the next dd. at the time i hadn't figured out how to make the blue-guy swim down on mouse and keyboard. sorry for that. as for the game-design feedback.
from what i've seen and experienced the game really does play like ass on mouse and keyboard and i don't really know what i'm going to do about that. some people have recorded their gameplay and a lot of things you're describing also show up in their video's, but it's nice seeing it reiterated here from someone else. i will probably remove the big tree from the yellow-guy level and replace it with something else and add a (hopefully) easy grapple-zone for players to get accustomed to grappling.
played with controller. very solid from a game-mechanics-design perspective. kinda had to figure out stuff like what healing was and what button opens doors etc. but the combat was all very intuitive and functions like you'd expect if you ever played a souls-like. lack of feedback makes it feel bland, but i guess making it function and balanced was for dd65 and the particles and feedback will be dd66.
i do feel some enemies are very overly passive only to immediately block when i then decide to do something about it. there's a button for that i guess, but for that to work i need to anticipate the npc going to block my next would-be attack. a solution for this would be to implement a tell/animation that signals "i will attempt to block your next attack" or maybe you can animation-cancel your attack with your shield-break so i'm not wasting stamina on a (i assume) input-read block.
overall good improvement over last time since could (and wanted to) figure stuff out. maybe next dd i'll figure out what the b button does?
the intro is very nice and combines ludo with plot and characters really well. writing on this is over all pretty good. it looks like you are making a hybrid point-n-click with rpg and im-sim elements and i think that is a very dope idea. a small nitpick i have is that the game may be more explicit about what level skills you need to do things. i was a bit confused as to why i suddenly couldn't push a crate anymore beyond the dream sequence.
i'm also assuming that you are aiming for branching gameplay, which is a very good idea to make point-n-click design flow more, but in the castle i've been collecting all sorts of stuff only to just walk out at the top. that made me question why i spent any time there at all since i assume there are other ways to do complete that section. (like you can get the woman to leave by giving rat or flower)
at the bottom of the castle there was the guy that sent me to the castle to begin with. he had the exact same dialogue as when he hired me to go there and the game crashed.
overall this demo is a great improvement over the last one. there is enough here that i'm able to see the vision and i like what i see. also here is the error message:
Error
main.lua:1785: attempt to index a nil value
Traceback
[love "callbacks.lua"]:228: in function 'handler'
main.lua:1785: in function 'new'
main.lua:889: in function 'update'
main.lua:326: in function 'update'
[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
thank you very much for playing! the level design is indeed more of a showcase than a level although it could have some more undead-burgian shortcuts like the yellow guys' level. suck to hear about that loop, for some reason i can't get him to swim down on keyboard. it will be fixed next dd i'm sure of it.
you are right about the level-aesthetics being lacking. at the moment everything is made of test_platform_02.fbx and will look like that for at least the next 2 demo days where i will add the next 2 scrimblo's with their respective demo/test levels. after that will be polish.
about the scrimblo design. the shark is kinda meant to be a bit creepy to be more distinct from the others. next dd will be the debut of the cute one. (that red guy in the hub area)
yeh my game had that problem as wel at certain points (and will have that problem again)
"underwater - maneuvers" at the start has water with an immediate saw at the top off-screen. luckily at the start so not very frustrating, but still.
"wilds - vines" pretty much every point where you have to leave a grapple-thing is a leap of faith.
"wilds - double use" same leap of faith problem. that saw just before the end is very cheeky. i would actually applaud that if it weren't for the leap of faith grapples i had to do before
"wilds - freeform swinging" this is the last level i cleared. every scenario waiting off-screen is preceeded by leap of faith grappling and you have to keep a certain amount of momentum going otherwise you're dead anyway. questions i have while swinging that first grapple-thing: am i going fast enough? when am i supposed to let go? what angle am i supposed to be at? all unknowns.
the rail grinding has kinda the same problem where i kinda need to know to charge before i see the need to charge, but i didn't finish any of those levels.
possible solutions: smaller swinging circles(this might cause problems with release timing), have the camera zoomed out even further beyond, make the mandatory speeds you have to achieve less (just make me be able to scrape by with 1 star), have a "look at level" function like celeste has so you're not surprised by cheeky little saws. with all the trial and error i'd still say this was a fun demo for the most part.
last thing. could you make it so you can fart stars while swinging? that would be sweet
controls great and throws a lot of fun extra mechanics at you to keep things interesting and are all very intuitive and easy to grasp. i feel like the main character is too overpowered though (or the camera isn't zoomed out far enough). especially in later levels i get flung into an area with 1000mp/h and die because there's a scenario that i can't see coming and thus can't solve in the 0.5 seconds the game gives me which unfortunately makes it a very trial and error type of game.
kinda funny i guess, but i think the joke even overstays the demo. it needs more like for instance a "no shit sherlock"-button when people state the obvious and things along those lines. maybe you could have some red-herring non-uendo's where someone says: "i want to make you hard" where you get penalized for pressing space.
first of all thank you very much for making a video. i will make the inverse controls an option. i also see the camera controls need to be de-janked and i need to make better tutorials. finally the furnace is beaten by dashing into him while holding water to break off his hinge, then spit on his fire. thank you very much for playing, all of this will be fixed next dd!
