thank you :)
Darxoon
Creator of
Recent community posts
This hack is quite interesting and very technically impressive! very cool that you actually got the Underchomp RPG mechanics working for other fights.
I think it's a bit disappointing that you can barely try out all of the cool combat options without almost guaranteeing a defeat because the boss is so strong, meaning that the only real viable strategy is doing Flip with Mario a few times and then Thudley + Bowser until he's dead or you are out of FP. It's still fun to try through your combat options though and it's fun in general!
Wow, I absolutely love this game! The visuals are great and how you have to edit the files is genius!
However, I got stuck on the part where you have to set the power for the cannon because I didn't know if I should tweak the value for the generator, the cannon or both (and I didn't have enough patience to brute force it) so maybe you could give more clear hints there
other than that, I love it!
Seems like you are using the runnable, right? I forgot to update it. You should use the webgl version instead because there many things should be fixed. The thing with the place where you get stuck, that's an easy fix, I need to move the wall down because in the new version you turn around by hitting a wall.
Thanks for your feedback! To the not responsive input, please describe it a bit closer so I can fix it, I don't really know in which way.
About the level design, thank you, gonna do that.
For the collision bug, I didn't notice it so far but I'll see how I fix it.
Making the camera following the player is an easy fix, as well as the checkpoint. It will be included in the new version I'm just about to publish.
Great game! There are no levels yet, but I'm really looking forward to it! Also it's really polished.
Some things to improve: First, add WASD controls; that shouldn't be too hard. Also, if you hit a wall while rotating, multiple bounce sounds will be played at once. Maybe make a variable that is to false by default and if you touch a wall, it gets set to true. If you don't touch the wall, set it back to false. If it's true, you can't play bounce sounds. That's a solution I just came up with, idk.
Also, movement is a bit jittery. I had this in unity because I used a lot of loops in my main script, but you are using gm, so the reason can be different.
Although there isn't much gameplay yet, it's satisfying to play and I'm looking forward to see what that other dude does :D
I don't quite understand the concept. It's just trying to click as many things as possible.
How do the two menus differenciate? The only difference I saw was that in the negotiation menu sometimes when you click it gets declined.
Also, how do you earn money?
The game doesn't have enough interaction posibilities to make it fun. You basically spam in the build menu and wait. If your approach is to make a mobile game, make it a mobile game. Add visual buttons for the actions and make make it portrait.
Great game! It's really satisfying. There are however a few things I'd like to mention.
First, make the walls visible and also let the enemies collide with them. Sometimes I wondered why I can't go right even though there are enemies. Also, warn the player if he is low health. It happened to me a lot of times that I was shooting and suddenly the death count down was seen. Make a warning noise if the player has low health and tint the healthbar red.
Also, please add a score counter so the player wants to improve more and more if he died.
Other than that, it's really a great game and I just couldn't stop playing because it was SOOO satisfying!
Great game! I love the visuals and sound, it's really polished, although something annoyed me a bit is the grapple isn't centered perfectly.
Because you are using construct and I know when the dimensions of the sprite are even, you can't center it correctly. Try adding an extra row or so. (Why was this part so detailed? It's a little thing that doesn't change gameplay at all :D)
But now the important things: Sometimes I shoot on a switch but I barely missed it. Try making the hitbox of the switches a bit bigger so that this doesn't happen.
Also, please don't make the player click on the exit if you shooted on it already. I always think "I have shooted it, next level. Wait what? Oh, I remember, I need to click on it once." Open the next level after the animation is done.
But overall, great game. I love to see more content!