Can I just praise this game for the sheer amount of foreshadowing? There are things I didn't notice that was telling you something in advance until you replay the game again. It's brillant!
GBAura
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Your comment about the game being surgical is not far off! The gameplay of "TerrorToma" was inspired by the likes of "Microsurgeon" and "Laser Surgeon: The Microscopic Mission" from the 80's, and I wanted to make a "Fantastic Voyage" style surgery game of my own. I wanted to take the concepts from old games like this and breathe new life into it.
The "grim dystopian future" wasn't on my mind when I convinced the setting for it. The game was supposed to take place in an alternate past, but I could explore it further. The game already felt grim from the concept of dealing with a bizarre infection by yourself with no doctors to comfort or guide you, so there's more to get out of it!
There are some flaws I noticed in the gameplay like the tension being rather lax in its current difficulty, I wanted the player to feel more pressured as the health goes down, but I didn't have the time to tweak it in the right places. There are some features that I had to cut, but I'm looking to add them back in post-jam once I make it into a full-fledged game.
I hope to hear what Phil says about the game so I can improve upon it further!
Hey Kon, don't feel down. If something gets criticized, then it means that there is something that you should look into and try to fix it. Keep what worked and rework what didn't.
The main complaint people have was the writing, it's dull and the characters are not interesting. There should be more of a dilemma going on with the cast in response to their situation; maybe have each of them have their own hang ups and trauma that has them bounce off with the other members? You as the player are just out of the loop as they are, so there should be more involvement with you and your choices. Maybe have you try to help someone but it gets them killed? Do something bad that might help them out instead but at the cost of hurting them more? It's something to ponder on.
My personal complaint is that the sound design is bad. Maybe the tracks could be reworked to be more easier on the ears and unsettling at the same time. Try studying music theory, it helps.
You know, if Phil's interested, he can do a sequel to the stream where he replays the lower ranked games and see how much they improved since.
This should be helpful. GMLive is a very useful tool and I don't want to leave any remains in the final product. The idea of distributing the tool for free by complete accident is horrifying to me. YAL deserves money for such a useful tool. I don't want to pull a SQIJ! situation.
The strange thing is that I removed every instance of GMLive from the code to the objects, and the project still needs the other files in order of it to be compiled, or else it'll be rejected. I didn't want to risk removing the folder from the ZIP in case if it needed it somewhere and the game just crashes upon running.
I wonder if this had to do with the recent version of GMLive or GameMaker.
Self explanatory, using GMLive, even if you remove the object to execute the server, the folder containing the files to run it gets exported to the project as well.
Is there a way to remove it? I can't remove it until I export it because my project won't export without it. I feel it's against the usage of the extension, even if the object needed to run within the game itself is removed.
