I couldn't pass the second level, but I love the concept!The visuals are simple but well-polished. The fact that the ball goes in the direction the mouse dragged towards felt a bit counterintuitive to me at first, as opposed to an Angry Birds-style pull in the opposite direction, but it's very well made. Great job!
Flubbysoft
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It's all about how you separate logic into small classes, you can look up "composition design pattern for game development", or "composition vs inheritance", there are a ton of great articles and videos out there. The core design I use for my game elements (a button, an enemy, a lamp on the desk, etc.. ), is they all have the following methods: Initialize, Draw, Update, Destroy.
For the state machine, I have a small game template project with a splash, title screen, and gameplay state (screen). Each state has a reference to the Game object, which contains all the settings and game data that is shared between states (basically the data that is saved, like hero stats, last position, etc). I'm not sure if this is the cleanest, but it works for my needs.
Hope that helps a bit!
It took me quite a bit of time, but I saved the world! I don't know if it's possible to lose or if you're bound to win eventually, but I had a lot of fun with your game. The system is simple but very intuitive, I really enjoyed the game systems. I was holding my breath once or twice on the hardest throws, great job!
Wow, thank you!! Most of the code (state machine, popups, juicy buttons, basic dialogue system) is assembled from bits I already had from other games and prototypes. I used AI for most of the procedural graphics and parts of the dialogue, so I can't take all the credit. But the fact that bare code is so easy to reuse and combine compared to game engine scripts is actually why I prefer not using an engine. I have a very soft spot for python too though, and was overjoyed that pygame suddenly was a viable jam option when I discovered pygbag for web exports!
It was indeed caused by the browser! I'd temporarily switched to Safari which I rarely ever use, and it turns out that one has issues with GDevelop too (the gd.games build didn't work on Safari either). When I tried on Brave, everything worked great.
Very cool game and a very efficient use of GDevelop, that was fun to play!
For some very obscure reason, I couldn't ever use the Arrow keys or WASD to move. The hero was stuck in place and I wondered if I was too dumb to understand how to move in the game, until I watched your gameplay video. This is strange as I used GDevelop a lot too, and I never ran into this (I'm on Mac, but that's never been an issue).
Great work for a 3 hours game, it feels complete and I would have loved to experience it firsthand, but that doesn't affect my rating in any way. Great game!



