Such an incredibly well-made game. You do your inspirations justice. The mood of this game is palpable, and the evolving soundtrack strengthens that so much. The controls are tight, the few tools/many applications was really clever, and the boss was awesomely terrifying. Can't get over this game it's so good
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Yooo what the heck, that's hilarious. I hope it doesn't happen too often, my hard drive has failed recently and I've lost the source code to this game, so I can't fix this! Sorry! ;u;
But thanks for letting me know anyway! I'm really glad you like it!
Okay so I downloaded this game to check this and I couldn't move in any direction at all, I've made a quick fix and hopefully everything's good to go. I cant believe I missed a bug like that haha
hey sesshoth! if you're on windows, in the folder you download there should be a "controls.ini" file, you can change keybindings in there!
please let me know if it works properly, i only tested it a little, hope that helps~!
"It would have been nice if getting all the crystals unlocked some secret ending or something different" - AAAAAA it unlocks a secret boss if you go back to the statue! And the controls are configurable in controls.ini. Good little vid though, sorry that my game frustrated you... glad you played it!
I'M ALWAYS ON THE EDGE OF MY SEAT WAITING FOR A LETS PLAYER TO FIGURE OUT WHAT THE GEMS ARE FOR! LOL
And heh, thanks a ton! I only just managed to get that second boss done in time for the end of the jam. I may add neat little extras, but considering so few people even find the second boss (even after I added a huge hint) idk if adding new stuff to the secret boss would evem be worth it. Not for this small jam game anyway, but I may expand on this idea in future.
And thanks for praising the soundtrack, it's my first real time but I'm very happy with it! o7
I love how much you insist that you're "not good at teleporting" YET YOU ACED THE ENTIRE THING, getting most of the gems on the first try, and dodging tons of traps I set! And killing the boss in like, 10 seconds because you have SUPER RAPID FIRE?!? You make it look easy lol. (I totally don't believe that was your first time playing heh)
This is awesome, thanks for playing again Mr Skysen! Really enjoyed this! (I can never get enough of your voice)
thank you for this coalfire! this video was awesome and you are such an entertaining and enjoyable personality. really like your analysis of the game at the end too, it's precisely the kind of gameplay i was going for. glad you enjoyed it~!
Hi, this is a shader error, I've got it applied to the spawners and the player when they get hit.
DirectX version 9.0 or later needs to be installed on your computer for shaders to work. Hope that helps!
Hey TungDuy! I use a mouse and that weird little image editor thing that's in the free version of Gamemaker Studio. Not sure what else to tell you, besides being patient with your work, practicing and having fun!
Uhhh I don't think that's the right version? On the fixed version, the title should have this:
BUT I haven't fixed it for Linux yet if that's what you're playing on. I'll uhhh get around to it lmao
Aaa I'm not sure! It works for others, however there's one thing that could cause that.
If the game detects a controller connected to your computer at all, it'll prioritise that, and ignore the keyboard! Make sure you don't have any controllers plugged in, and disable any joystick device drivers like vJoy.
You don't run the .exe on Ubuntu. (Edit: unless you have Wine of course)
Open the folder in your terminal and execute the shell script!
Navigate to the game's folder in your terminal and type in:
If you want this to be clickable like an .exe, follow this guide: https://askubuntu.com/questions/465531/how-to-make-a-shell-file-execute-by-doubl...
Absolutely awesome video, my king! There's only 10 waves and when you quit JUST before completing it I was screaming at my screen lmao. Thank you very much for the love, and really glad you enjoyed it!
Hey thanks! And I'm the same now except with my studies.
Took on double the amount of work I had last year so I dont have much free time for game development (^～^;)ゞ
Trying my best to make progress on my upcoming game, progress is slow.. I wish you luck with your studies pal! Education comes first
Ah, didn't catch that one. Ironic considering it was a bugfix update and it broke the entire game. I have NO idea how I didn't see that the first time around, apologies! The new working version should be up, let me know if there are any issues at all, thanks!
I absolutely loved this video! Entertaining but also a good analysis. I did want to expand on this game a lot more, but time constraints required me to cut off a lot of features I originally wanted. However, due a few people's response to this game, and yours included, I think I'm gonna try and make a full game out of this in future. I'm gonna leave this one as it is for now, just a silly wave-based jam game, and create something a bit better later down the line. Full story and everything. In future.
Thanks for making this video, and glad you enjoyed the game, and I really appreciate your feedback too!
Thanks so much dude! Heh I actually came up with the concept for this while watching Halfcoordinated's run of NieR during SGDQ, so ya got me lmao.
Also, thank you for praising my drawing! I absolutely do not try to be an artist, I'm primarily a programmer too. And this, is a very very hard question to answer.
I have a lot of artist friends who give me great advice, but I guess the way to hack together good looking stuff, is:
- Using refs? Like, check out games that do simple pixel art well. Some games like Cavestory and the Momodora series (all great games). Not copying them, or even following in their footsteps, but just see the way they fit their art onto the tiny canvas they have to work with. What features can be cut out etc. (mouths, noses) and how they simplify everything so much, yet make such definable characters. Check out something like spriters-resource and just, zoom right into cool stuff to see how it was put together.
- Use colour palettes. (I know this is really ironic that I'm saying this in the comments section of an entirely black and white game, but please hear me out) If you're like me and haven't taken an art class and don't know much (if any) colour theory, it's hard to understand why something looks meh. A lot of the time, the colours you choose make a big difference. You can find tons of preset palettes online that look nice. Stick to a small colour range. Try and keep the same sort of "vibe" throughout the whole game, but feel free to switch up palettes
- Get the shapes down first! Don't get jammed with drawing eyes or faces or anything, get just like, simple shapes together. The girl in this game, is literally a circle for the head, triangle for the body/dress and two triangles for the legs. That's the shape. Animate with just the shape, and add in detail later.
- Just doodle a lot! Just practice fundamental stuff. Learn very basic stuff first and work your way up. A lot of people think "oh, I'm gonna start learning to draw, so I'll start by learning how to draw a face" like no that's pretty much endgame for drawing. Learn to draw circles and squares really well. Learn the very basic shape the body and head etc, and all the details are secondary. It's easy to overcomplicate stuff, but don't try and push yourself to a high standard, especially if you're just starting out. Just make something you'd be able to keep up with. Take it step-by-step and keep it nice and simple. Keeping it consistent is more important than making it pretty imo. Inconsistency is more offputting than good-looking-ness is attractive (if that makes sense).
Other than that, just, make games. Make tons of tiny, silly games. I used to make dozens of small games for me and close friends to enjoy, and when you start doing something often enough, you'll get pretty good at it. You end up drawing in a way that's comfortable for you, and it sticks with you and adapts with your games. That's your style. Make the games you want to see.
Sorry I don't have much good advice, but there isn't really a secret formula I can give you besides "practice a lot". Wish you luck in your future jams, i'll be sure to check them out. Hope that helped! Peace!
Hey V8, I used to have the jump set to the up button, but that conflicted with being able to hold up to attack upwards. The buttons are configurable, there is a file in appdata/local/white, the file is called (something like) controller_config.ini, and you can change the letters that the actions are bound to. Hope that helps, if all else fails, the best way to play is with a controller
Thanks a ton for the bug report, uh, FartSparkle. Love how detailed it is, this is really useful. For a jam game, there's bound to be a few things like this so I'm sure it'll be ok being left alone for now, unless there's a big bulk of bugs to fix and roll out all at once.
But, in future when I (maybe) update this game, I'll fix this! Thanks for the report, chief! And thank you for the kind words <3
I played this quite a while ago (its been so long and it's always stuck with me), but I just saw it again and wanted to say that this game is great! I absolutely loved this game. Each individual story is great, and it's both beautiful and chilling at all the right moments. Personally, one of the most enjoyable games that's been created from this engine. Great work!
Hey Waffle! Thanks so much for playing, I'm really glad you enjoyed it.
For this game, I used Gamemaker. I know it has a bad rep (because of the optional drag-and-drop interface, which nobody really uses), but out of the many engines I am good with, this is by far the most comfortable and intuitive to use for 2D games. Very powerful if you know how to use it! (see Momodora: Reverie Under the Moonlight, one of my favourite games.)
I learned to make games from home, using the free time that I get after (UK) college. I personally think best way to learn is to pick up an engine that looks cool and play around with it, and try and figure stuff out for yourself. Get familiar with the interface and make many very very simple things until you get the hang of it. If you discover something yourself, you're way more likely to remember how to do it, and what the logic is behind it. It'll stick with you much longer than any info you'll get from a tutorial. But, tutorials are really good for very specific things where you have no idea where to start or hit a roadblock. My favourite online tutors are Shaun Spalding (for GMStudio 1/2) and Sebastian Lague (for Unity + Blender). Both of these guys have been super super helpful when stuck in specific situations.
But, there's no better way to learn than first-hand! If you enjoy and want to make 2D games, Gamemaker (or Love2D if you're super confident and also like things being free), if you want to get more serious and make 3D things, Unity is great, but that comes with the daunting challenge of learning C# and the Unity Scripting API.
Once you've got the hang of an engine, joining jams like this is fantastic. You'll learn a lot, have fun, and have an audience for your games.
But, anyway, the best way to learn something, is to go and do it! So good luck! And thanks again!