By the way, why not Z-X-C instead of A-S-D? Those are easier to reach and hit reliably.
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That's a girl wearing very large winter clothes so you can play the game without getting distracted by her girly parts.
In the demo you're drilling just to get high level. In future versions you'll drill to unlock as many abilities/power-ups as you can before a boss come wreck your shit/to defeat all the enemies and progress to the next level/ to drill a very large structure that takes a long time to drill while fending off waves of enemies/etc. I'm still thinking of some fun level objectives.
The goal of this demo was mainly to get the important objects coded and some basic sound design in place.
So I wrote a pretty big comment and itch.io said "your comment shan't be over 1024 char long" and deleted it all. So here's some scraps that I remember from what I wanted to write compressed into one sentence: That's an impressive game I don't like furries but the gameplay is cool I beat the first dungeon enemies drop their loot too slowly I'd move past them by the time their loot appeared and have to backtrack to pick it up also holding UP should let you climb up ladders when you move past them for conveniance's sake by the way compass could indicate the entrance and checkpoint rooms too whatdoyouthink?
You should place some triggers under the platform that detect your loss without having to wait for the ball to fall to the very bottom of the map.
I like the workshop planks & nails setting. You might as well add a few (interactive or not) props in the level such as giant hammers/screwdrivers/sawblades.
The HUB world is a pain to navigate, those little stairs leading to the level orbs should be replaced with ramps. The player should also be able to easily identify a level's difficulty from the HUB.
I'm using Game Maker 8.0 Pro
If it wasn't a jam with such a time constraint maybe I'd use C++ with SDL 2.0, but here I'd rather add as many planned features as I can instead of spending half the time wondering how to code X.