Unfortunately, I ran out of time to add music and sound effects ):
But thanks for the feedback!
I got to the end of the first level, but I couldn't get to any other ones...? I got to the candy corn-looking marker, but touching it did nothing.
Otherwise, it's a fun concept! I like the idea of having a limited amount of time to use Ghost Form, but I kinda wish I got to see it more in other levels /:
But, still- Great job!
It's a pretty fun game, I love the idea of different people needing different resources (CYBORGs need scrap, DRUIDs need more water, etc. ) Although, it's kind of rough to get resources. There were times I couldn't get anything at all, but honestly, it's not that bad, and it's probably a skill issue on my end, lmao.
Well... this is the creator's first game, not to mention it was made in 3 days in Scratch.
I don't like to be some keyboard warrior-type, but let's be a bit nicer and maybe give a bit of constructive criticism. Instead of saying the game is bad and not saying why it is bad, give real feedback! Just one rude comment can really damage somebody's motivation to work more. I almost gave up game development because several people were telling me my games were garbage, and had no redeeming qualities. It stings, and I still have no self-confidence.
I really think this game has a lot of potential. If the physics were a improved, and the overall story was built upon, I think this could be a good game. Maybe not the perfect game, but certainly a good first game!
Pretty fun game! It has great ideas, and, it does use the limitation very well! I like the art too. It's not the best art in the world, but it's still pretty charming! The game does feel a bit difficult at times, because you do need to click in a lot of places at once, and it feels a bit overwhelming even by level 3, haha.
...Well... I mean, everything can be destroyed. Get Strong enough, and you can break fences (LV3), then rocks (LV5), then trees and entrances (LV9), then open up new passages through blocked entrances (LV10).
While there isn't enough EXP to get to LV10 on a standard playthrough... But if you find every blocked off area, every secret room, and defeated every enemy then break every bit of terrain you find... You can get to LV10, and break open entrances and cut down trees, and close off entrances.
...I would say the only thing you can't kill are rock walls in dungeons and the UI, lol. But regardless, you can break everything else, kill NPCs, Items, and, of course, enemies.
This game is super addicting, with a great gameplay loop, an adorable artstyle, and great implementation of the limitation!
The difficulty kind of stays the same around Wave 15, and I never could tell if a wave was starting or ending, other than enemies spawning (although, that could just be my own idiocy, lmao).
Add a few more enemies, increase difficulty curve, and I'd say it would be pretty much perfect! Great work, guys!
Thank you so much! I'm happy you enjoyed this little demo-thing! Really good to hear somebody say that they actually like my game!
I made this mostly by working at double-speed, so a lot of bugs were swept under the rug or given band-aid approaches. A lot of code is also reused from my main project, or tied together. Keys and Boss Doors use the same basic code, and NPCs are just practically just enemies with a speed of 0 and no damage hitbox...
Actually, in a couple of days, I'm going to post concepts for areas and even a 10-second sneak peak of the new Impact Site design.
One issue I've run into is the project hates me, so most things are remade from scratch, but it does include my new programming style, which optimized everything, so the final game should run faster.
Alright just finished playing, and its pretty good!
The characters look nice, and the plot is interesting.
My only complaints are
Overall, a solid 8/10 game, for a beta version. I'm sure the full version will be awesome!
(I Would reccomend GBStudio Central for tips on how to make isometric movement)