That's ok thanks for getting back in touch - enjoy the rest of your week
Recent community posts
Not in the demo sadly - Thanks for the feedback on the difficulty - I plan on having harder enemies placed in later areas and scaled up enemies that will have more health - It's cool seeing people coming from Scratch to see the stuff I'm working on - glad you enjoyed the game so far
That's pretty much the end of the demo - Theres some places you can go to for example going right, outside of the post office area you'll find an angel statue that gives access to the test rooms
Thanks Batmobilly - The game is planned for an eventual release, so far I've implemented 2 of the main bosses with another 2 to go and 2 more mini bosses on top of that - once those are finished I can start working on the areas they'll be found - its a lot of work but I hope to finish it this within the year
I've only recently been a part of the Gamedev scene and the community has been incredibly welcoming - It's a shame I can't make it to GDC so I'm sadly #notGDC. However I'm currently working on a re-imagining of my first project now called Candy Coven (https://joellikespigs.itch.io/candy-coven) I released the demo this Friday and so far the response has been really positive.
Thank you for your reply - some excellent feedback here and exactly what I'm looking for
Sorry that the bus stops weren't working they should be - did you buy the bus pass from the convenience store? If not I'll run a few more tests
It has cute graphics and it's a nice idea. Though the books I'm looking for are just kinda awkward and hard to find - I would keep repeating something like "clock, scary-face, time" and shifting through draws until I found it - which kinda killed the fun. It's an interesting idea though and I could certainly see it as a mini game in something larger. Nice job none the less and congrats on finishing something
It's awesome that I'm being compared to Earthbound - Eartbound was one of the main influences of this game. I hadn't noticed the salty water text box messing up - I'll have to look into that one, thanks for letting me know. And haha yeah I like that the ghost are all bad at what they do too
Thanks! Yeah I plan to add decision boxes to certain objects like the vending machines - if I can get that working in a convenient way I’ll probably add some other actions to other objects tok
Oh dude that’s a really neat idea I’ll have to see about incorporating that in - I was talking to a friend and they had the idea of continuing it to other areas of the after life too I feel like there’s a lot I can do with the concept
As for the error I’ll look right into that thanks for bringing it up 👍
That’s a fair point. Thanks for the feedback KENAMICK
I’ve planned for the vending machines to have an update to them in the future that will let you read the contents inside before buying them
Currently the various vending machines explain what’s inside them when you don’t have any money - and the descriptions are designed to help you with that quest line
Thanks ItzCole Yeah I had noticed that too - I’m gonna go back and link the events with the quest tracker which should fix this issue in the future
And the ending is super rushed - It’s definitely a place I wanna improve and add onto
Thanks for the feedback
That's a neat idea, voluntary destroying the town by digging underneath would be a fun Idea to play around with haha, and thanks for checking out the game. The wall jump mechanic is fairly simple, if not a little rushed - I just put the player into a "wall slide state" if there is a wall to left or right of the player (but not below them), and if the player jumps in this state they are given some horizontal speed added to them
thanks man - y’know I never looked at it like that, I guess it really just busy work. Originally I had this idea that mining would drain your health like maybe you needed an oxygen tank or heat resistance to dig further down, I guess by introducing something that would reward the risk could make the game more fun. But like most things I guess it was just a lack of time that got me haha. I mean originally my plan for this game was to find friends for a birthday party and the friends would be used as weapons - butttt it was too complicated to make so I ended up ditching it for this mining idea.
I’m glad you enjoyed it though, thanks for leaving some feedback it really is much appreciated, and the double back pack is my favorite one I wrote too, haha good choice
Thanks for the feedback, the hit detection used to be way tighter, but after playing it I felt it was too easy to make tunnels that where hard to get out of, so instead it sorta forces you to make double sized holes - the bag mechanic is part of the scarcity thing, but I understand it being annoying, maybe giving it an initial boost to 15 spaces at the beginning would be better in the long run *shrug* Thanks though I do appreciate the feedback
thanks for checking out the game, I like your idea of adding a run mechanic, that sounds like a good idea and might do that if I come back to this. Luckily you didn’t lose that much progress in the end (the saloon is the second to last mission that I got round to implementing before the time was up)
I get where you’re coming from on the bag upgrade mechanic - but my reasoning for it is stop people from mining straight down and grabbing precious metals easily. If I was to remove the bag mechanic there would also be one less thing to upgrade, and I wouldn’t know what to replace that with, any ideas? Thanks for the feedback by the way I really appreciate comments that look into the stuff deeper and provide some ideas on improvement
Thanks I'm glad you enjoyed the game, yeah controller support would be something I would add if I decide to continue working on this, Sadly I'm not all that musical, so I had help from Landon on the music side of things, but he did provide other music in case people wanted to switch it up a bit, so the music could be changed in the audio menu. Thanks for checking out the game man :D
Man this game is tough - I made it to the top of screen 3 (I think) before running out of oxygen, I couldn't beat it but it was a fun and tense experience, love the climbing animation and particles looks like you guys put a lot of care into the artwork, one thing I would prefer would be the freeze potions freezing the lava even if they don't land directly in it, I made it through the entire first screen without needing them at all, but having to wait for the lava to reach an area you know it will freeze so you can get the oxygen puts yourself in too big of a risk in my opinnion - Still I had a lot of fun even if I couldnt beat it
Now that's some great feedback, and thanks for picking up on those bugs, I was short on time and I guess I didnt check all the options where working as intended - seriously much appreciated that gives me places to focus on. And thanks for taking the time to review my game
I really enjoyed this this was great - great mechanics and nice controls - kinda disappointed that you don't get anything special (I think) for getting all the flowers, but it was a lot of fun, maybe increase the difficulty as you get deeper - like the air meters drops faster. But yeah, nice job!
Just did another run through the game, collecting no flowers, if you know what to do you can get to the bottom pretty quickly - still a lot of fun though
This was a neat concept, I liked the idea. But at times I would get supplies and also have bandits steal the supplies I left at base, but I had no supplies at base, just the things carried with me. You mention in other comments about adding a dx version, I think the game could benefit from an upgrade system or something, like selling supplies to get money to buy upgrades to slow down the meters from draining maybe. And it would be nice to know how many in game days I survived for. But yeah fun idea, good execution could just benefit from a few more things to do
Dude that looks great, is gonna be a rogue-like? Still really impressed with this by the way, I've spent a good chunk of my day trying to just recreate your system - Managed to get rooms to spawn up and left, or down and right, but not a mix of the two, gonna keep working on it.
You must be magic or something - looking at this something just clicked and now I got the fundamentals working, thanks again for all the links you sent me much appreciated