Thank you for playing! We're always glad to receive nice feedback!
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Nice colour-scheme, the input recognition felt a bit clunky at first, but I got used to it and eventually beat a few levels in a row. Maybe it could be a good idea to have short sounds/flashes for each beat so it's easier to adapt to the speed of the beat.
Nice puzzle game!
At first I had trouble finding out what everything does and what crates you could actually move, but once I got it it was a very pleasant expirience and I even managed to beat level 10! (Is there even an 11. level? once I had beaten level 10 it seemed to be locked)
Absolutely impressive, graphics, sound and gameplay fit together nicely and create a great atmosphere.
My only complaint is the guns being too strong against big groups of enemies, making the sword basicly useless.
A truely great game overall, especially considering it's just a gamejam entry.
Interesting idea for a puzzle game, swapping the tiles around and seeing the result was fun.
Had to turn off the sound though, I know it's meant to be glitchy, but I just could'nt stand it longer than a couple of minutes.
Nice work otherwise!
Keeping track of booth screens at once wasn't that hard for me either, but I can imagine increasing the number of text messages you receive (maybe in big waves and by different persons?) could foster the feeling of overtaxing.
Eventhough adding different persons to the story might take away the personal and close mood your game has.
However these are just my suggestions, I have no doubt there are many different ways you could take on expanding this project and improve it even further.
I really like this kind of experimental game letting you space for interpretion.
There are basicly to things I espeacialy liked about your game and support it's message: First is the constant "struggle" of keeping up with what's going on on both sides of the screen as you do not want to miss out on anything.(Maybe you could have made this a bit harder though). The second thing is the uncertainty you have before interacting with other shapes, which fits your game nicely.
All in all a truely worthy entry, keep it up!
I'm Jonas and I'm currently studying Media Informatics in Flensburg, Germany! If you're interested in a Game Jam project, there will be the A Game By It's Cover Jam 2017 around late June I'll most likely participate in. It's a Jam where you make real games inspired by fake cartridge-art from the Famicase-exhibition and lasts usually around three weeks.
If you're interested in making a game together, you can send me an email at jonasmumm [at] web [.] de !
Thanks for playing, and thanks for the feedback :)
You definitely have a reason to be disappointed I guess :/. To be honest, when I made Perlen, I ran low on time to submit for the AGBIC Jam and didn't assume anyone would care enough aboutPerlen to play through it twice, so I didn't prioritize the "payoff" for collecting all the crystals.
As of now, their only use is to take away the feeling of linearity in thel levels and to embrace exploring them.
I planned to add a new ending after submiting, but, you know, I just didn't happen to make it.
I'm sorry you weren't rewarded for collecting all the crystals, but I'm happy to hear you felt invested enough into the game to do so.
Hey, thanks for the feedback, really appreciate it!
I originally had the addition of customizable characters and a career + splitscreen mode in mind aswell, but as it proves making a such a (comparatively to the gamejam-version) big game is quit hard (also I'm a bad sprite artist myself).
Regarding the difficulty, I actually managed to implemented them! When selecting your opponent, the number of stars flashing up represents their skill-level (I had hoped it would be obvious). But again, making an AI that is actually fun to compete again in the long run proved really hard.
Nevertheless there will soon be a (small) update adding some more ambient sounds by John! Also I'm really glad to see there are people like you caring for this sort of game! Huge updates aren't likely to happen in the near future or even to the current game, but I'm definitely still willing to make a "bigger" tennis game sometime!
Without having watched the video myself, have you initialised the 'aggroRange' variable in the create event 'obj_enemie'?
So that would be:
aggroRange = 100
If you did, you might have set it to be a string instead of a real number?
If it's still not working, you might wanna set 'aggroRange' as a global variable in some controller object to be sure it really exists and can be easily accessed (and changed) by all instances.
Also I agree that you will propably get the best help on this topic at yoyo's own forum.
My name is Jonas Mumm, and I'm currently working on Pocket Genoratory, a puzzle game for smartphones.
The development of Pocket Genoratory is at a good stage right now, but I'm still missing a sprite artist to create assets for the game. The main aspect of Pocket Genoratory to breeding of animals: At the beginning of each level, you are given a set of animals, and it's your task to combine them in a way that the final animal resembles the levels "target animal".
For the purpose of breeding, the animals consist of multiple traits, that all come into play when breeding with other animals. Traits are for example the shape of the torso, the limps or the skin. There are seven traits in total, each with 3 variations, resulting in 2187 animals in total who are made of 21 base sprites.
I need a sprite artist to create those 21 Assets (bodyparts) for the game (if you're eager on extending your engagement, you are obviously welcome to tackle even more tasks).
When it comes to art style, it's all up to you to decide, as long as it blends in well at a high resolution (pixelart is not an option here).
Payment + Requirements
I'm not necessarily looking for an experienced sprite artist. It's perfectly fine if you just have a few finished sprites/graphics you can show me.
The payment will be based on profitshare.
I can see that profitshare's aren't normally very favorable for artists, but Pocket Genoratory is still rather a humble, short-term casual project than a primarily commercial-focused one, and to (hopefully) make up for that, I uploaded a preview build for Windows and Android, to give you an impression of how the game shaped up so far before committing.
Pocket Genoratory is scheduled to be release-ready in early July!
If you see potential in the game and are eager on helping me out on this job, hit me up at: firstname.lastname@example.org
Didn't mean to circumvent the rules, thats why I asked, just wanted to know what you all think about it and wether someone did something similar already.
But as it seems everyone is keeping their game at a 1:1 aspect ratio, so I'll stick to a 64x64 resolution.
Already did some changes to the graphics to make them more readable at such a low resolution, and might post a screenshot later today!
Thank you for your suggestions!
I've been working on a 3d tennis game for a week now, and I've been running into problems regarding the resolution:
64x64 is just too small for a game like this, everything just becomes an unclear mess.
So my qustion is: The rules category states that the game should have a resolution of 64x64, which equals 4096 pixels in total.
I would basicly like to change the aspect ratio of my game, so I can fit the game better on the screen, by maintaining the total amount of pixels, so I could have a resolution of for example 96x42 pixels.
Do the rules allow for such a resolution change?
Maybe a "Go to last page" button could be usefull at some point.
I can see clicking through every single page when you just want to see the most recent post of a thread quite nerve-wrecking as threads grow bigger and bigger.
I'm Jonas from northern Germany, and I'm currently in my final year in the German equivalent of high school. I've been making games using Scratch for quite some time (propably about 5 years) until a year ago when I steped up my game a little (hah) and started working with Gamemaker Studio (Not the most advanced software out there, I know, but comming from Scratch Gamemaker seemed like a really good place to get started with more serious game making). Since then I really enjoyed creating a few smaller games in my freetime, aswell as participating in gamejams like Ludum Dare. Right now I'm actually working on an educational app for mobile phones, but I can't wait to return to actual game development soon!
Looking forward to getting to know you all in the forums!