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Focusless

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A member registered Sep 21, 2016 · View creator page →

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I think this gameplay is interesting on its own. What I think is lacking cohesiveness (coherence in style and quality level among assets) and polish. I think it can become sellable to, but then also need to have longer narrative and more levels. Stronger introduction to the world and character would strengthen the game! The bird with backpack is very adorable, but I also don't feel like I understand this world, the player characters motives or personality (other than bus stop, probably schoolbus, dreamy/sleepy bird). If it was more comprehensive from the start of the game I think it could thematically hit strong too with the dreamfulness or split reality and invest me in the characters and universe.

The back and forth you get to do because of the level design is very interesting!

This is a fine student project as is. if you want to take it further I think it is a "renovation", in the sense that you gotta look over the whole thing and tweak many details right.  Work a lot with music, to fit thematically in situation and be dynamic to the mood of the moment in the game and to make it feel less repetitive.  (Music makes you feel what the game is about.) Matching up the animations with the movement more precisely. Have someone look over the physics and collision. I think I expect a slower fall from the top of the jump due to bird wings. Make sure fix the bugs, you can walk on platforms without randomly stopping. Make sure you come back to the bus stop you last visited when get hurt. (I think it would be cool if bird wakes up at rather than flies to last bus stop used.) Look over and quality assure the art and animations.  Standing still the legs seem to be in the air? I think it is ok with different styles in the different worlds, what is important is that the style in each world feels like it follows the same stylistic rules/principle/logic. I think particularly right now the platforms feel like they have a style that is different from the backgrounds. It is also important to establish visual contrast between foreground and background, and here I do not mean contrast in style. Right now some assets are close is brightness and color to elements in background. Particularly I would adjust the moving wooden beam as well as the darkest building in the world with houses. For polish seek feedback on what art people feel looks particularly rough or like it doesn't fit. I think very zoomed in bird the intro as well as the passing school bus exterior could be worked on, as they feel kinda key to the whole narrative/experience.

After that it's probably a rather solid resume project!

To produce a "whole" or sellable game out of this I think you'd need to fit a longer whole game narrative and stronger sense of world. Preferably with meeting other characters and dialogue along the way? And then it is rather just about scaling up more levels, interesting variation with new puzzles and dialogue or other aspects to mix it up. Sequence of in world location. Set in key narrative peak moments.

Like I wish I saw at least some of the other animal characters towards the beginning of the game, even if it was a very nice reward to see them for finishing the game. And I think there is something here about this game that is cool. Unique world/style/setting (imo), interesting looking key mechanic/gimmick/hook that you understand immediately, mysterious world something going on, cute animal characters, simple accessible gameplay.

The rotation into the upside-down world was deeply unsettling sensation in a good way. That was really what stood out and made it look interesting as I walked around looking at the different games at ggc. I think visually the blurs toward back of the parallax layers was really good, like it somehow feels like it both creates focus in a sort of tilt-shift camera sort of way to the foreground but also adds to the sensation that the bottom half of the screen is like a water reflection rather than something that steals attention or focus.

I didn't get to play this. One of my friends said that it felt more like flying rather than swinging. And I can see how tweaking the physics to feel more like swing might create a game-play that is slightly different but feel interesting to play... (I guess there's rather something unspecified around movement and physics where my intuition is tingling that there could be some or other tweaks that could make it feel even nicer or maybe have a more direct sense of challenge or pacing. Sorry for being vague.)

In a way I think this game feels a bit too minimalistic, particularly with it mainly being whitebox geometry in space. But I also think you are thinking right in making the lighting do the heavy work! Shifting the sky color, especially if reflected well on the geometry keeps things interesting. 

Some form of uneven geometry in the background, like a set of static clouds or star constellations could enhance the players sense of direction when looking around. any form of spatially distributed particles might also add with similar effect.

I also believe that just something on the line of boid-like sets of fish could be a small intervention with massive results. (Easy for me to say it's simple, lol.) The fish can swim alongside player (move in same direction when close) and disperse as you get very close, etc. Then I think you would approximate similar factors that makes for example the game Journey visually and interactively so appealing.

Hope Gotland Game sees the potential in this project embraces procedural generation more, as well as the Godot engine!

This was really cool to see at GGC and nice to see the embrace of procedural generation techniques and unconventional "gameplay". Very cool that you integrated everyone on the showfloor into a shared experience that builds upons everyone's play and get co-created by people + computer algorithm into something particular, personal and shared.

I really hope people take this as example and as a seed for future ideas both for coming students and games at ggc and something to bring into the game industry.

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Hack solution: You can sell downloadable files on the itch page of your browser game.  Sell  "Unlock Full Game.txt".  it contains instructions how to open a secret text input in game to put in their "personal" key. if(inputform.value == key) unlockGame().

store a game unlocked thingy in their save file.

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You could just sell "key.txt" or "password.txt" on the same itch page as  the browser game and in game have a text input that unlocks the game on putting in matching string. And store unlock toggle in save file.

Every button (except some arrow keys) makes it fullscreen. sorry for that.

I think it's fine for the demo now that I know the last one is sandlands-4.  I think the difficulty curve is too steep (for me) if there is more game. I would be frustrated for not getting past this point.  (I still haven't managed to beat sandlands-4.)

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That is cool! I still haven't figured out how long the demo is because I keep dying in the desert. I really enjoy the game though, I try to maximize coins in the first levels. It quickly becomes overwhelming depending on where and how far from you the  enemies spawn but I think I'm still improving. :) 

I played it! It was really cool!

This looks really cool! Can't way to play it!

Right click to zoom in.

I didn't really think about the tongue pulling implications when I programmed this. Now I also feel sorry the snake.

I'm really grateful for trying to help me. I'm sorry to say that I can't get it to work though, even with the installer. There is some sort of error when trying to install the driver, whether or not  through your installer or the driver you linked. The game starts and runs just as described earlier. I've tried fixing the DirectX drivers through winetricks as well but that did not seem to do a difference...

Hmm, I tried, but things did not change. 

sok-stories community · Created a new topic Tech support

I know there's no Linux download... but sometimes you can run .EXE games through Wine., so I took a chance this time.

The game/tool seems to run smoothly just fine without any problems until the moment I've started creating a story, made 2 objects and click on one of them. Then the game closes and shows me this:

___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_pencil_only memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER at gml_Script_load_to_sketchpad
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_load_to_sketchpad (line -1)
gml_Object_sketchpad_Draw_0

I don't know if it is fixable. It is understandable if it is too much to deal with, but in the hopes of it being a trivial I'm super stoked to make sok-stories too!

How did you achieve this visual style? Looks amazing!

The windows version worked better! (using Wine)

On linux. I can only turn 180 deg.  I guess something with mouse pointer hitting edges of screen or something.

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Hello, I'm a linux, plz help! This look amazing, I like flowers.