Not sure why you think I won't release it on here too, I will. Maybe you think that because I advertise the Steam version a lot, but that's just because Steam is more popular. I have mentioned I will release it on itchio several times, like I mentioned it in the trailer, and some posts for example. So yes, it'll be on itchio 100%
Jampley Dev
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It seems you got it wrong, but I don't think I properly teach the player how to get pass the spikes, which is something I need to work on. You can get pass them by first dashing and then flipping gravity, you don't have to wait for the dash to be over, you can press gravity right after dashing. Alternatively, you can jump forward and then flip gravity in the air while holding forward.
Some players get it right quickly, and others don't. The spikes not killing you in a single hit makes it so you can get away without properly learning certain mechanics, but it might feel like you are missing something or feel like the level design is broken.
Thanks for playing, glad you had some fun.
I was using my keyboard only, I didnt even try to play with my gamepad, I did played the version 0.8. I just deleted the save files and it didn{t do much, I think I got the same error when trying to use the training mode:
___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object oMainMenuIcons: Variable <unknown_object>.buttonMenuConfirm(100023, -2147483648) not set before reading it. at gml_Object_oMainMenuIcons_Step_0 ############################################################################################ gml_Object_oMainMenuIcons_Step_0 (line -1)
The rest was just the same.
I always go straight to the training mode when playing fighting games, and when I tried to access it, I got this error message:
___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object oMainMenuIcons: Variable <unknown_object>.buttonMenuConfirm(100023, -2147483648) not set before reading it. at gml_Object_oMainMenuIcons_Step_0 ############################################################################################ gml_Object_oMainMenuIcons_Step_0 (line -1)
Also, I couldn't do anything in the options menu, it was like the game simple froze, and I couldn't move my character in versus mode (I play alone, I was just testing to see if it worked)
I rarely play this game, but I've been following this game's development for over a year, and I'm a dev myself, so I hope this isn't too demotivating for your guys, I know what it feels like when you push an update and stuff just falls apart.
I did 5 runs, maybe that's not many, but here are my thoughts:
1. The game is fun, it feels good to play, you can kill stuff. I like the different weapons and how each one have their use. The idea that depending on the weapon, your range of vision is different gives the game some identify,it makes it stand out.
2. The game looks nice, I like it, even if it's simple looking.
3. I didn't like the controls: TAB is quite a hard key to press, it's a bit too far, I was expecting to use SHIFT instead. Using the 1,2,3,4 keys isn't much better, but it's ok, it just required some getting used to. Maybe you can experiment with using the scroll wheel because I've played games that use it to change weapons and I thik it's more confortable, it also matches the zooming in and out aspect of the game.
4.Since there is no direct tutorial and the only way to check how to play is the option "bindings", I started playing a bit confused. I had to remembered some posts I saw on twitter and check the "bindings" option to understand how to play. It was not too hard to learn tho.
5.I was expecting rogue-like/lite elements, but it didn't have any, which is ok, not every game that looks like this has to be. However, I'm sure many people will think this is a rogue-lite and ask for rogue-lite features. Again, it's ok if it's not a rogue-lite, I don't even like them that much myself lol.
Nice fist game, it was a good start.
I read Level 5 Fish's comment again, and I understood it correctly the first time. The question was why is it not possible to dash in the air? not that It doesn't always properly trigger", my answer was that allowing the player to dash in the air with no limits would break the level design, the main mechanic is changing gravity and not dashing in the air which is normally not even possible unless you use the super dash, which is limited to how much power bar you have, and it's the last mechanic taught in the tutorial.
The main mechanic is changing Gravity, so the levels are designed around that. Again dashing is a complementary mechanic that already has a cooldown of sorts in the power bar. Also, I've seen over 50 people play Gravity Storm, both in voice chat or in youtube videos, and it's the first time someone says the dash does not work properly, It doesn't seem to me that you have the same problem as Level 5 Fish, if you send me a video showing me the dash not working properly, it might be easier for me to see if there's a problem with the dash.
This is not a big deal for most people, but I tried to make it so the first game everyone rated was random, and it seems it didn't work. Not sure what I did wrong, but some people told me that the first game they could rate was not automatically random. I tried to look into it and figure out what I did wrong, but I still don't know. This doesn't ruin the Gam jam or anything, but it's a little bit of a bummer that I could not give everyone a more fair chance to get their games played, which is the point of randomizing the games you can rate.
Time's up, guys, the submission period has ended. Let's the week of voting begin! Congratulations to those who finished their entry, even if it's a buggy mess. Some people spend months working on stuff they will never finish, so be proud you actually finished something. Learning and having fun is what game jams are all about.
Important:
- You still have 3 extra hours to submit your game. If you need it. Go to my discord, DM me your game's itch.io page so I can give you a "late submission" link.
- The fist game you rate is gonna be automatically random, but after that, you can choose any other game to play and rate.
- Only participants can rate games, and judges, the judges are: Bynary Fission, JustHobo, vicctre
- I'll be in the voice chat playing some entries later tonight/today.
I know it's a bit late, but if someone needs a team member, say it now, and try to throw something together. I was gonna to give people a few more hours after the deadline anyways.
You also try joining my discord server and find someone in the "Looking-for-team" channel: https://discord.gg/hVs9JKx2KS
Theme: Divide and conquer
Important information:
- You can interprete the theme however you want. The theme is not required, but you lose "points" if you don't use it.
- You must rate a random game before choosing which games to play. This is an automatic feature of Itch.io that I enabled to ensure that everyone's games are played.
- You can still join the jam if you haven't, you have a week.
- Remember the rules in the itchio page: https://itch.io/jam/jampley-game-jam
If you have a question, please ask.
Have fun.
I played through the demo a couple times, it was very fun, you should be proud this is your first project. I find the mechanic of the three colors really interesting and fun to use. Since you are looking for feedback I will share my thoughts, but I understand that you are just starting and most likely you will change many things.
Feedback
1. In terms of graphics, the game looks bland and repetitive at times, but the art style is quite unique and pretty, and I think you can have something beautiful that people can recognize immediately .
2. In terms of movement, the jump is a bit too floaty, but it seems to be that way to make it easier to go through levels, but maybe you should increase gravity a bit more. The walk speed feels sluggish to, maybe it's the walk animation that makes it feel that way, or maybe you should make the character walk faster. There is no coyote time nor jump buffer, I think just a little of both can make the game feel much better.
3. You should try making a WebAssembly version of your game, and put the game on GXgames, Gamemaker makes it pretty easy and a lot of people are more proan to play a demo if there's a browser version.
Something else I want to mentions is that I really liked that most enemies and objects have random colors, which gives the game more replayability and makes it less based on memorization and more based on skill. I think the difficulty was pretty balanced although it's a bit hard to get used to the three color mechanic because it's not very common, but again, I really like the mechanic.
Keep up the good work!
Edit: Also, good job with the tutorial.
Someone asked a very good question and I should clarify this:
If you are in a team, only one member of the team can join the jam, and only one can summit the game and rate other games. However, all members of a team can decide the rating of a single game. This is to prevent, unfair situations, please be a good sport.
Btw, everyone in the team will get the role "game jam winner" if their team wins.
I want to make sure people know the rules of the jam, so I will post them here, but they're also in the itchio page of the game jam. RULES:
- Only solo developers or teams of 2-3 people are allowed.
- Participants must play and rate at least 5 other games from the game jam.
- You can only work on your entry when the jam starts, when the theme is announced.
- Any game engine/framework/library is allowed.
- Entries must to be available on itchio.
If you have any questions, please let me know.
EDIT: You don't have to stick to the theme, but you lose points.