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I hear your frustrations- most of them are consequences of my rushed implementation. The hitbox on the Guys were originally the full sprite, but were reduced to half the height in order to have them walk at the top of the screen without it looking strange. The horizontal and vertical velocity on the gun, guys, and enemies are all dealt separately instead of using trigonometry which would have practically gotten rid of the issues of the gun sliding just shy of its destination, but that was a decision I made early on because I'm not used to doing it that way. Making the gun throw distance shorter than original was yet another last minute change so it couldn't be tested out.
On another note, the turrets were added to encourage spreading out, and I think a few of the levels featuring the turrets are turned out the best, forcing the player to pass and move around as much as possible. It's unfortunate I couldn't think of another way to play like this, because it's certainly when the game is at its most fun
Thank you so much for your comments, and so much for playing!
That's certainly a bug, one that I haven't heard of before... I actually can't think of what could cause it, the level progression works off of GameMaker's room order (using room_goto_next() for most of the levels). It's possible that going into endless mode first or some weird combination of room switches I haven't thought of would cause this, as score and text popups are currently pretty broken for these reasons.
I understand that you probably wouldn't want to go through the whole thing again to see it, so I threw together a Boss Hotfix patch version which replaces level 2 with the boss if you wanted to give it another shot:
Sorry for the trouble!
The visuals being only represented in Xs was a funny touch, it made it very clear which button I had to press in order to advance haha
I would've thought that a single-button puzzle platformer would be difficult to understand, but it seemed clear in this game, nice work!
I like the tennis theme to the "one bullet" idea! I think it would be neat if the score granted from an enemy increased if the ball had killed more than one enemy in the shot already, it would add more incentive to line up trickshots which is certainly where the fun in this game is. Good entry!
I don't know what it is about throwing things as a mechanic in video games, but something about it always makes me like the game more. Though yes attacking could have been faster, it was interesting to juggle between the torch and knife!
Thanks a lot for trying! Contrast was something I absolutely wasn't thinking about, and I can totally see how that could be an issue, thank you for the feedback! I've made jam games with fullscreen capabilities in the past, but if I'm being totally honest I just forgot about it this time haha. It doesn't help that I don't have a lot of experience with supporting different kinds of resolutions or aspect ratios with GameMaker, but that's certainly something I'm going to work on in the future :D
The body switching mechanic felt a little unsupported by the other elements of the game, and I found myself opting to use one body. That said, I think the idea of a switching bodies with your one head is very creative! It's a shame the python thing will be a limiting factor on this game. I applaud your skills in using pygame as well, I couldn't even get simple collision to work haha
This game is so adorable! Everything from the faces on the game elements to the size of the window contributed towards that. I felt myself getting genuinely tense as the sun progressively looked more aloof, and the "protect" list item remained unaccounted for. Definitely a full game experience for only having a single button to input, and a significantly fun one at that!
This is the first game I've come across that reminds me of my own in a way. It's wildly different of course, but the element of switching characters to reload was something I came up with as well
I adore the idea of a playable bullet possessing robots. In the robots I literally felt like a glass cannon, which was exciting! I did find myself getting lost a little, and did find myself wishing for full WASD bullet movement, but those are minor nitpicks at best.
Up with the best games I've played so far!
One of my favourite takes on the theme! At first I was worried the game would run out of steam with just the control gimmick pretty fast, but just as I thought it would get dull another new puzzle element is introduced. Excellent pacing, good level design, kept me engaged. Love it!
I never finished Baba is You. Grid-based block-pushing games have always escaped me to some degree, making the "a-ha" moment all the more satisfying. I definitely felt that with this game! I felt like it was a bit difficult right out the gate, but once I figured out the mechanics I realized that the puzzles were well designed. Good stuff!
Definitely a funny take on the theme! Reminds me of the blue fights in Undertale if it were mixed with the On/Off switch from Mario Maker in 1D. I also like the option to resize the dimension for visual clarity. Neat game!
Really neat! I managed to clip myself through the floor with the grappling hook haha. I would've loved to see more levels to explore the potential synergy between the grapple hook and wooden objects, that was definitely my favourite part. Cool take on the theme and fun puzzle platformer game overall!
This game is incredible visually! Love the assets used and attacking had lots of juice to it. I've been meaning to get into digital card games like Slay the Spire lately, so it was a timely game for me too. I do feel like the 0 cost cards make the game a bit too easy, however it was a very fun game overall. I like it!