Thank you :) I almost gave up. After the campaign I stepped away for a while. I'm resuming development now though, and I hope to have a demo ready for the MAGfest in 2025.
diegzumillo
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I started working on a series of small games. Jam-like games, done in anything from 1 to 4 weeks. This is the first of such venture, an extra simple idea that served as a learning project to get the hang of gamemaker, the engine I chose for this.
In Flaming Go! you play as a flamingo dashing on giant mosquitos. There's an arena mode and a tower climb mode. Done in less than two weeks in my spare time, so manage your expectations accordingly :P
Lovely experience! small touches here and there made me hyper aware. The whale (I imagine) shaking the boat, the fishes, the seagulls.
I could not find all the items in the list, however, there is a recurring bug where the "press anything to continue" pop up message won't go away. I restarted the game and it happened again.
Hey there. Really promising game so far!
Just a comment on the controls: unless the mouse is really necessary (doesn't seem like it at this point) don't use wasd and its adjacent keys, because it's really awkward to control the game with only my left hand. It makes sense to use wasd and E, F, Q etc when the right hand is on the mouse but not here. Instead use arrow keys and any sequence of keys from Z to C and the row above. This is my suggestion, at least.
Super fun concept. Looks like you have the basics done for a puzzle platformer. Puzzle platformers can be tricky because any death that sends you back feels like a chore, unlike in an action game. Once you figured out the puzzle, having to execute the solution more than once isn't fun.
I'm not saying I'm seeing this in the demo, btw! just a word of caution from someone also struggling with designing levels for a puzzle platformer.
Hey there, this looks like an awesome asset. I have an interest in doing things procedurally generated and this could be very useful. I'm also curious about translucency rendering. Is it supported? Is it a planned feature? If not, do I have access to the shaders so I could try implementing it myself? Raymarching is commonly used to make great looking fluids, clouds etc. So this asset could be of use to any traditional game that wants something better looking than traditional particle effects.