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Developer3244

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A member registered May 23, 2024 · View creator page →

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Recently I was thinking with myself "if I made a game using only my personal preferences, what would the game feel like? what if I tried to make a perfect game?", and I got some topics I want to discuss with other game devs (alright yeah my definition of a perfect game is probably different from yours but game design principles still apply):


1 - The perfect game needs to have strong community support

I have a couple points for this one. Firstly, if your game has a strong community, then newcomers will have a reason to play your game - to engage in the community too. Also, if you have a community who also makes content (e.g., fan-made levels, videos, etc), then you won't need to feel like "if I stop this game, the game is dead". Of course a few updates and stuff like that will keep the community, but they will also be making content by their own. 

Btw, fanmades and stuff are good for other reasons too. If your game have a good fanmades support, people will start making fan made stuff, like their own levels, their own content, etc. This will give players another reason to play your game - so that other people consume their content too (like to play their levels or fanmade games). And in order for more people to get to know their content, they may start making videos of their levels, which means more content and promotion for your game

2 - The perfect game needs to have some pro playing field

This will get much easier if you have a community - but not every person in the world is a casual player. Some people (like me) might prefer to do some intense stuff in your game. Maybe they beat a new hardest level, maybe they did a crazy achievement, maybe they did something that deep down inside, you know that even you as the developer of the game would struggle to do so too. Also, if you have a not so small player base, then a pro player might start to make more serious content, as the community will watch them plying and go "oh, dude's good". More serious content can mean live streams, not so small channels, more engagement even for people who don't play your game still...

Also, if your game has a good pro plying field, then becoming a good player will take longer, meaning more playtime. Then you just need to make the learning curve less steep, maybe you can make a "hardest levels list", maybe an introduction on how top playing works in your game, etc. And if becoming a pro player in your game doesn't feel impossible, then some players will have another reason to play your game - they will want to be top players too, to glaze their skill in the community, and to make their content too

3 - The perfect game may be a rhythm game

This is the moment where my personal preferences might start biasing the perfect game, but I still have points. Firstly, music will help making the levels of your game to feel more alive, and more satisfying to watch and play. Also, people will be able to use your game to promote small artists, or even to self promote. But it will be shared promotion: you get more people in your game and more content, the level creator also gets engagement, and the artist will have it's song being shown to more people. Including people who may actually like the song and the artist... (I found the song Crim3s - Lost with a popular red level in a game, never cared that much with the level but the song was one of my favorites for some time)

Just please, don't make another vsrg (vertical scrolling rhythm game). You know those games where you have notes falling on a line, and you need to be a pianist and be getting perfects... the world doesn't need more games like these, these games are too technically hard to make, and you need to be lucky to make your game stand out. Also, games of this kind usually requires lots of music anyways, and I don't assume first-time rhythm game makers have that many songs valiable to use

4 - The perfect game may have a lot of levels

You don't need to scope creep your game (planning more features than what you can add), but you should focus on an easy, fast and good level design system. The more levels = the more content. And having a good amount of levels will help people having more stuff to do in your game. For instance, level grinders (people who strive to beat the most levels, maybe to get the most stats, or to have more videos in their channel) will need to play your game for more time. And level showcasers (people who get very good levels, usually fanmades, and record these levels to other people to watch and find new levels) will have more content to choose from

If you know you cannot make too many levels without scope creep, then that's another reason to support fanmades. You cannot make too many levels, but your community can.

5 - The perfect game... doesn't really exist (yet)

There are some games that got pretty close to this definition of a perfect game. Two games that really impacted the way I see games as a whole were rolling sky and geometry dash, the first was pretty much my introduction to games with strong communities, and the other impacted a lot the game design of my games. But they're not perfect. Rolling sky kinda forces you to have a discord, install weird apps and to have a really good mobile, what's not my case. And geometry dash is *too* hard, taking pretty much hours (if not days) to beat levels that I know that are still far from the top playing field (and demons). 

So I started searching games on itch.io, it would be cool to find a really good game on itch made by some indie, and helping the developer of the game to grow - and to pretty much start a community in a game (which in turn, the community of the game would know me lol). The closest I got was with my own game Paradox Space (no, I'm not self promoting no time to play), and I also found a cool platformer called RED CLAW by Cookie-Crumb. Other than that, I really didn't found that many games that satisfied me, even though there are millions of games in itch


This is my point of view in the "perfect game". I know such definition doesn't exist, and you probably disagree with a lot of stuff I said, so let me know your thoughts on your visions of perfect games!

weird game. Firstly, it took longer than the expected to even understand if I should grab the yellow boxes or to dodge them (they don't look coins lol). Also, this game isn't crediting who made crystallize, overdrive, etc. Did you made the songs? also, since I start the level, specially on the daily run, I already start the level losing several boxes, and giving me a lot of damage, causing one input to basically kill my entire run. 

weird game. Firstly, the ball movement is weirdly floaty and feels strange. Also, the game takes too long to stop being boring slow, and even longer to start being more challenging.


My record:

Kinda weird game. Firstly I get prompted to watch an *cough* AI generated *cough* movie of several cubes, then after a lot of time I accidentally press tune and get to a weird UI, where I'm prompted to go to beatsaver.com, a site I never went before (I'm not a beat saber player), and copy a link from there, and after finding a song I just don't know what else to do. I'm a beginner bro, don't feel bad on holding my hand for a while, maybe even give me a song to play without the map extraction thing. This game is too confusing and I don't relly understand what to do

Cool game actually, the level select UI and the levels look and play pretty good. The page of this game on itch.io though, kinda doesn't, everything is eye-burning saturated, what can reduce the amount of people playing your game. 

I also read the "how to play" section, but at fisrt it wasn't obvious enough that I should hover my mouse on the ? button. Also, even after reading the how to play, I still didn't understood how to do the red/cyan swipe walls.

I also think that the game should have a pause button, as I may want to leave a level before finishing it, and after I beat the level, I need to refresh the page because there is no "go back" button, so I get softlocked in the stats screen

Also your game only have one song, if you need some other songs, I have a music channel (N30-Arctrux - YouTube), lust let me know if you found  cool song that you want to use

I found a glitch that due to some screen resolution glitch or the way the levels work, the red eye boss is impossible, as several crates required to beat it fall through the screen, in a place the camera can't go and my claw/hand can't grab

oh, I didn't managed to beat this level other than 3 runs... you're kinda good in (your own) game...

I made another level: https://drive.google.com/file/d/1Ha2RQe2sVtgOPhjVGwXfc68K_q-l1JsI/view?usp=shari...


well, unlike trial 000, I didn't managed to beat this level, but I got it in 3 "runs". Idk if this is harder than trial 000 or not, but is definitively better.This level also made me miss a copy/paste feature, as manually placing every block got annoying after some time

as an actual former pro player in actual GD,  weird game. 


Firstly, did you playtested your game? those jumps are so broken they feel AI generated. You cannot get in all holes of this structure, so you need to jump the first spike, land and jump the other two spikes at once. That's way harder than the rest of the level... wdym there's another one at the end of the level-


Also, the buffering mechanic is really weird, if I click while mid-air, even if by accident, and really far from the ground, I'm going to buffer no matter what. That's strange


Your game could also have more levels. Only one level? Also, the fact that your game looks good but the page of it is just plan itch.io, I have a suspiction your game might be AI generated...

anyway

I mean, focus on whatever is feeling more fun in your prototypes, that's why you use them. In level design, if your levels are fun, then that's ok, sometimes cool levels are also the ones that feel the most unexpected anyways.

I don't really agree that books are the best way to learn game development. Reading game development books is kinda the same thing as watching a playlist, except it is more boring. You will still get confused, you will still struggle to do stuff other than what the book is asking, you might need to pay another book... (and I don't recommend you to pay to learn to make games). You do need tutorials to even get to know what the hell you're doing but in game development (and pretty much everything related to art in some way), the best way to learn is by doing. Make small games and focus on finishing them, try different things, do whatever passes in your mind and if it is fun, keep it. And most importantly: focus a lot on marketing, otherwise no one will play your games lol

Updates: 

- Added more levels (and a suprisingly good amount of top difficulty levels lol)

- Added the archives, a secret place to store old levels (hint to get there: look at the keybindings of the description of the game)

- Now the PSL is also downloaded with the game, for you to see the top difficulty levels

- Started recording levels and beating them without checkpoints (this might be harder than the expected lowkey lol)

- Reworked the planet selection UI

I don't really know how to manage two devlogs at once, most of the info of this update is on the devlog of the game itself, and I don't want to copy/paste devlogs lol. However, I think that for now it might be a good idea to start promoting this game as much as I can, to get some players for it

weird game. Firstly, arrows don't work, what kills me because my letter "w" is broken (I need to copy/paste it or use virtual keyboards lol), and I know stuff like this is unexpected, but keybinds are always good. Also, why there is a sailfiah on a city, like context? (and why isn't the fish dead lmao). The game also has nothing to do I think, the visuals are strange, the UIs are pretty bad, they feel too big and have a lot of aliasing (if you know what that is), the cases where the fish would just say something to me were weird too. The video you added in the game don't really resemble the game, like the game only has grey cubes but the video shows actual buildings, and don't use paint to record parts of your video lmao

"keep going"... now context? are you making a game engine or a game without a game engine? what is kool, OpenDE, fabmax, depression edge and lwjgl? why the logo of your thing is "penie"? (by the way, that is sus) how did you lost your entire code? are you making backups now? (they're really important, trust me lol). Even if you're not here for promotion, I don't think you won't want promotion forever lol

7: No webgl build done, players are gone

Hello dude who uses chatgpt to write texts, I'm currently not looking for developers to help me with paradox space by itself, but if you really want to help me, then consider installing the "make your PS" package to make your own fanmades of the game! I'm also needing content creation for my game, such as recording levels (and preferably with some funny videos) and promoting it on social media, I'm going to make content by myself later but more promotion will never be a bad thing, so if you want to help me with marketing, I'm in :D

So based on y'all feedback, I made some changes:


- Added a couple easy levels (the "easy levels" update). Those levels will both work as introduction levels for beginners, and to help people to get used to the "player to object" physics. Now "link" is far from being the easiest level lol

- To help beginners to have a smooth difficulty curve, I decided that the webgl build would now have two planets instead of one

- Bug fixes and polishing (stuff like making link less glowy, fixing checkpoint respawning issues, etc)

- Added more shortcuts and contrast to the buttons, to help players navigating the UIs

Updates: I finished the "easy levels" update. As the name implies... easy levels. The feedback I got in the section "get feedback" was mostly complaining about weird physics behaviour (lots of unfixable and even intended stuff though), too much glow/darkness, and mostly about difficulty.


- Added 10 levels, all around the easiest difficulty (those levels might be usefull for beginners to just have easier content to start with, and for the players to get used to some physics behaviour of the game)

- Changed the paradox space list (which I'm going to start calling PSL for short from now on). Changes to a list that only exist for me are boring, but I'm going to make a site so that you can see the levels difficulty

- Bug fixes and polishing

- Replaced the level "on & on" for a better and hopefully more fun level. I will be replacing the bad levels of my game one by one, and I will make an archive for people to play the replaced levels




So... when I started making devlogs for this game, I was still developing the game. This devlog started before the game got released, and such I couldn't make a devlog in the project page (there was no project and no page still). Now that the game is released, I started a devlog in the project page but... now I kinda have two devlogs to manage at once. Managing devlogs is easy, even more considering that this devlog will lead people to my project page, where they will get the "main devlog". Also, more devlogs = more visibility. But idk at which point more visibility won't be seen as spamming lol. Hey no time to play, if I did something wrong, sorry :D

why I wouldn't like it lol. Trial 000 by Developer3244 is good :D

thx for adding my level! (which you can call "trial 000") I will make more levels later (I'm currently busy with my newest game...)

Damn I wasn't expecting so much people to play my game lol

In this case, here are some things about y'all feedback:

Fixable bugs:

"Some levels are easier than link and are better as introductory levels, and link is too hard"

The reason why link is the first level in the webgl, even though there are easier levels out there, is that to avoid making the webgl build have several levels and scenes, causing the webgl build to be heavy and taking forever to load, I decided to only add one planet to the webgl (which I'm currently calling "superterra", open for discusion), and in this planet, the easiest level is link

But worry not, after making this post I decided to make more easy levels, just in case. And I focused on this planet, as this planet is the one that will get more attention because of the webgl build. I already finished some levels easier than link btw (update coming soon)

"Once I click in a planet, I can't go back"

That was intentional, I thought that it would be funny to force the players to at least open a level lol. But I am going to fix it. Pressing Q will become a shortcut to go back to the planet selection screen (update coming soon)

"The UI buttons to change levels fade with the background"

Idk what to say other than update coming soon

Bugs idk if I can (or should) fix:

"Some levels are blinding light, others are too dark"

Although imo there are only a few cases of levels where visibility buffs that much the level, some levels were intended to be brighter/darker, and the darker levels were meant to be dark so that limited visibility becomes one of the things that buff the level (e.g., frontier)

Due to accessibility reasons, though, I can think about nerfing brightness/darkness, but keep in mind that I personally don't think the idea of my game as a whole is very accessible, as the game is about beating complex and hard levels

Btw, interrealm games said about overly bright levels. Dude's comment makes me feel that the level being talked about is "link", which *is* one of the levels where visibility issues were intended

"Needing to press esc to see the cursor is annoying"

I agree. I already tried fixing this glitch before. There's a script that hides the cursor when there's a player in the scene, and that should show it when there isn't a player in the scene. Hiding the cursor works, but showing it doesn't. After some time I gave up and made the "press esc to see cursor" thing.

I think I can try again to fix this bug, but no promises

Btw I think is a good time to mention that pressing R is a shortcut to restart the level (I think I should add it to the description of the game)

"The game doesn't have too much color, everything doesn't feel saturated other than the blocks"

That's more of an art style choice than a bug. Life isn't easy and happy, with saturated colors and happy people... But adding more colorfull levels won't hurt I think

Unfixable bugs:

"if I fall through the path, I was supposed to just fall, instead of getting stuck in the walls"

This bug is exclusive to link, and at most a few parts in other levels. The issue is that unlike 90% of all levels in the game, link isn't made out of several scaled and rotated blocks. It was made using a tilemap, and several blocks. This basically means that if you fall from the path in link, you will get "stuck in walls", not because that's an error on the wall collision system, but because you're clipping several walls. 

That's an artifact caused by how link as a level works, so unless if I completly remove link and remake it fully, this error is unfixable

"If I move to the left/right towards a wall, I clip it"

Fixing this bug is easy, actually. I just need to uncheck a checkbox. The problem however is that in some levels, you were *intended* to clip through some walls (e.g., why we lose), and fixing this "bug" will cause these levels to be straight up impossible

Now for "calling for you", idk if I'm a very lucky victor or if that's because I'm the player with the best understanding of the physics stuff of this game, but I didn't saw any sections that could be impossible because of how the path rotates. At most some sections that due to alignment issues, could be slight chokepoints in the level. However, as I remember seeing my playtester also complaining about glitches in this level caused by the rotation of the path, I may think about what to do with this level. For now I raised it in the paradox space list

Hello! recently I uploaded my game Paradox Space, and I'm kinda worried with the difficulty of the game. I have a playtester, which didn't struggled that much with the easier levels of my game. However, my playtester was using a list I made that ranks the difficulty of all the levels mixed, including beta levels. 


In my game, after I added the mechanic of planets, all the levels got spread out, and in order to prevent heavy webgl builds that take forever to load, I only added one of these planets to the webgl. 



But now I feel that the only planet of the game have way too hard levels that a beginner won't be able to beat. So I need feedback for the difficulty of the game, am I right and the game is too hard, or I'm just too worried? (keep in mind that I want the game to be slightly challenging anyways, even for beginners though)

wait, in this case the greatest technology is to play rpgs? then the greatest technology breaks if you don't have friends lol. Also thx for the wiki

I made the first fanmade for this game (and it's not an easy one): https://drive.google.com/file/d/16FowlTcpwcTHGVJUY1iuLCbbNqaCTE4M/view?usp=shari...


for the game. There could be more QOL for the editor, such as copy/paste, more objects variety, and saving your levels in the editor instead of needing to export a massive txt file. Then, if I want to save my level and update it later, I can do that in the editor, not on a txt file. Also, the txt files are kinda ok, but a giant text file being a level to share is weird. Also, the font in this page is pretty weird.

BIG Updates: The game is "released"! this means that after 6 days of waiting, you can finally play it!

Paradox Space by Developer3244 <- play

But you may have noticed that I still tagged this devlog as 30% done. Reason: it's definitively not over lmao. There's still more stuff to do, such as:

more levels (though now I will focus both on making easier levels for beginners, and harder levels that might be the new hardests)

- Upgrade the UIs (the planet mechanic is done, my original idea was to make a solar system where you would click the planets, but this idea was bad so I changed it)

- Start making videos of my game (that's high key important imo, my level showcases alone might not get lots of views but they're watchable content, that I can put on a social media where several potential players can get to know me)

- Promote this game as much as I can (well, the best way to get players for your game is to be a player too, I currently have no time to play  but after the development of this game, I might start playing more)

- Replace levels I'm not satisfied with (and make an archive for you to play the replaced levels)

- Make an official site for the game, specially a list that ranks all levels (probably including your fanmades as well!) based on difficulty, and organize them by tiers. Technically the list is done, but it is a txt file in my pc - the hardest level is infinite, only playable in the downloadable version)

(I lowkey want to live here lol)

After I finish all my plans with this game, I will check how much I succeded on it's development. The reason why I'm so worried with marketing is that I need this game to have at least one or two players that care with it enough so that they can even make their own content in the game. In any case, future plans:

- If my game succeds and creates a solid community (I'm not even thinking about money with this game lol), then I may still take a slight break from making games specifically, but I'm going to be as active as I can in the community of this game, expect updates, content, sites... Good ending :D

- however, world isn't all sunshine and rainbows... if this game becomes another failed small project that no one cares about, then I'm officially leaving game development. I will republish all my small games, update my portifolio site (I have one, baby), stating I'm no longer a game developer, and I will go to other areas, like design, music, content creation until I find something that works (I am kinda growing as a music producer btw)... or until I eventually give up and get a job. Depressed ending :c

sooooooo... could you educate me on what the hell "larp" means?

updates:

- added 6 new levels

- removed two beta levels

- updated the paradox space list (yeah I have one, this list rank levels based on how hard to beat with checkpoints the levels are, from easiest to hardest, and who am I was supposed to be the easiest level. I also list feedback from playtesters and started listing levels baed on how hard they are without checkpoints, which create lots of alignment issues)

 

As you can see, a couple levels might be replaced because they're not satisfying me. But I will see that later.

Idk if you can play the draft or not, but I'm starting to consider releasing the next update publicly (even though the game isn't done), as just seeing me talking about the game is getting boring, right? The package to make levels is still coming soon though


The plans for this game:

- add even more levels aaaaaaa

- I'm not liking the UI, as currently I feel like the UI of this game just feels a better version of color dash UI. Next update might add the planets mechanic

- You may have noticed that the levels of this game are resembling the levels from other games, that use the same song (if you can play the draft)

- make the .unitypackage for the fanmades (probably the most important part?) 

- fix the songs (currently the songs end abruptly in the end of the levels)




At one hand, developing this game is getting a bit annoying. Is hard for me to do too many stuff while making this game, I feel like I need to finish this game fast so that I can  do stuff that is more worth my time, is hard taking off my head that this game is a waste of time lol. But paradox space is technically my "dream game", the game I always wanted to do, with a big community, lots of NCS songs... Also, the more I think about it, the more I consider making paradox space to be my last game. Everything depends on how this game gets recieved tbh... why are you sleeping? LET ME TED TALK-  

Updates: the game technically have it's first playable demo (Paradox Space by Developer3244), but idk if other people can play games that are still drafts. If not, then here's a breakdown on what I did:


- the game now have 10 levels (though most of them aren't final and probably will be replaced)

- some bug fixing and polishing


I'm scared of making pretty much the entire game and finding only after the game is done that it never was actually fun. I do have one playtester (my brother), but the game is getting a pretty good review. Dude complained mostly about weird level design, me not using my songs, etc...   

As the core idea of this game is basically grinding levels, then I need to focus mostly on level design, and make lots of levels even if I need to put quantity over quality for a while. My idea is that more levels = more content. And even if not every level is perfect, if every level is at least playable, then I can use the amount of levels to make the game more fun

The only problem on making this game based on grinding levels is scope creep. I basically need to be able to do tons of levels quickly, but idk for how long I can be doing that. I'm not worried becaues in essence, paradox space is just a better version of my other games, so I just need to keep myself mking content ig

hello goat! I played your game. Firstly, are you sure you want your game to be only html, css, javascript and stuff? then how can you prove your game isn't AI generated? my mom already made games with chatgpt lol. Also, give up on trying to get $10 of donations in your first game, like lucky you if you get players on the first place. Imo getting money specifically with games isn't a good idea (I already have experience on failing to make comercial titles, and unlike you, I'm a long time non-vibe-coder game dev with lots of games sooo). Maybe instead focus on having a good game, then focus on marketing your game so that people get to even know it's existence (massive chokepoint, no one knows properly how to sucesfully get players for your games :D), then you can use your games as a tool, like making a portifolio and becoming a freelancer, becoming a youtuber for your game (or your game development process), or try to get hired by a company. Those are the only viable ways to get money with games, as commercial titles rarely get any players... I'm pessimistic but realistic :/


Now that I already made you give up from your dreams, for the game. The game is pretty underwhelming, the asteroids, the ship and the bullets are all too slow. The songs are weird, like I don't want to listen to california, I want to listen to my own songs, to some tiktok montagem ahh beat... add a feature to put my own songs in the game. More customization for the levels would be good too. The buttons are confusing, like what the ages at the main menu do? I presed them and nothing happened. And you should explain better what "focus mode" is.

(2 edits)

Hello! recently I started my next big project: Paradox Space. It will be a runner rhythm game where your goal is to explore complex levels with a very experimental style. Levels have a design that allows for some easier or harder paths, multiple collectables, checkpoints and more!

It will follow some designs of two of my old games, Color dash and Nexus Space, finishing the trilogy with a final game that mixes everything they have to offer, but it will still have it's own ideas and design (if you played those games you may like this one)

There are already two beta builds of the game done, they work currently as prototypes and later may work for extra content (if you like to know how your games were when they were starting), but I want to upload the game only when it is 100% finished (OR I can upload it somewhere else).

Levels

The core idea of the game will be based on beating levels. There will be multiple levels split in different worlds (probably literal planets). Each world will have a specific theme, and around 4 to 8 levels (with exceptions).

Songs

This game will use the popular no copyright music channel NCS for it's soundtrack. Not only, as the name implies, they have no copyright sounds, but also they have lots of high quality songs. I've been using their songs for almost every game I make. Expect a lot of high-quality music in lots of different genres, from house to phonk (and some songs probably will be nostalgic, or at least I hope)

Fanmades

Now for the cool part. Along the game, I will also give the source code of the game (in an .unitypckage file), so that YOU can make your levels, your fanmade games, and your own content! I may also give good explanations on how the level design of this game works (though I don't think I can share the songs too)

Just keep in mind that bad usage of copyrighted material (songs, assets, etc) are on you. Be creative and smart :D

Stick with the development of the game to get updates on levels, release dates, community content and more!

interesting game. Now that you removed a bit of the glow, the game is more sightreadable, but it still have some problems. Firstly, pretty much everything I do or collect gives me a giant text (btw what "erfe" means?), and as the game have lots of collectibles, I can easily get flooded with lots of text. I can get used to that, but it is still slightly annoying. 

Also, idk if that's because I was using volt, which seems to speed me up to 50%, and I was mostly playing in hardcore/pure, but sometimes the speed of the game became too ludicrous, I borderline had a few frames to react and dodge (+ the text)

For the versus mode, I need to paste a friend code to be able to play the versus mode, but what if I don't have friends? then an online multiplayer would be better. Or what if I don't know my friend's code? how to dicover it? and what if I want to play local multiplayer?

For the music, I don't understand how the songs are affecting the game tbh. Maybe because I'm playing without music? but I literally used a song I made, and couldn't see any difference from before I added my song to the game, and before.

Outside the game, this game page don't hve any styling, just plain itch.io, what can make players feel this game isn't very good before even playing it. Deco this page

I also kinda miss levels. Just getting highscores can get boring after some time. Or you can also add a leaderboard, so that I can beat other players scores

btw

Hello! I played your game. Firstly, a couple stuff in it feels AI generated, like this decription and the design of the game (AI artists don't have good reputation tbh)


Secondly, this game have too much glow. Everything I do give me effects, the backgrounds are light, lots of big glowy text, everything is bright in this game. It feels like playing subway surfers but someone is putting a flashlight in your face. This game would be easy if it didn't had a sun of glow in it


btw



no revives btw

I don't know if I understood, but I think you want to know what makes fanmades cool? it depends. Imo the biggest point of fanmades in any kind of game is to develop a strong community. If I can make fanmades, others can play my stuff, I can play other people's stuff, and if you're that kind of person you can also record yourself beating other people's stuff, make a youtube channel that most people in the community will want to watch, etc. Pro playing is also an interesting field to focus with fanmades. But anyways, to get fanmades you will need fans, which will require a good marketing in your side, and your game to be fun

I'm challenging the developer of the game to break my record


Hi

(I only played the webgl version) firstly, this animation for the "player" at the starting game menu is... remove it. Secondly, the UI breaks on the webgl version. Also, If I press the 1 player button, then the 2 player button, their text overlap by some reason. Also, is the one player mode locked on wasd? because my letter w broke (I need to copy/paste it to be able to write w's lol), so I need the arrows support. In the 2 player mode, nothing happens when I fall to the void, and nothing stops me from just pressing space forever, and never falling, so technically is possible to never lose but never win

lmao why you uploaded this project if there are no files yet? Not only your game just lost the small exposure window of the recent tab, but it also is just being wasted space in your profile

I make music (not necessarily game background music though), and one thing that I would say is that making good music is a bit of a trial and error process. Yes, you should watch some tutorials, listen to some songs to get inspiration, and stuff, but the best thing is for you to actually go and make some music. Even if your songs sound bad now, they wont sound bad forever