Made me laugh, good game.
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This was almost perfect, the only thing that feels like it needs improvement is the instant death and far-away respawn of the island levels, and the sea battles to be either shorter or made less monotonous for their length. The graphics, designs and music are fantastic, and I really like the overall combination of the sea travelling and the platformer islands. Could also imagine seeing things float by at sea; possibly pick up items, find secrets, or meet mini-bosses.
I really like the graphics and it has a nice mood, but it's a little too difficult to understand the possible actions. On my third playthrough I ended up walking around hitting space every couple steps just to see if I could find secret interactions, which is a tad boring to do...
The graphics are lovely, and the concept and designs are cute!
There were a few bugs with the dialogue, and a few oddities like how you could have the same conversation several times a day (could have been good to have a generic short sentence to display after each day's individual conversation or something like that).
I really like this game, it has the classic mysterious and lonely feeling, and the graphics look very very nice. I haven't beaten it yet since I'm having a hard time finding the items. :-P
I would have liked for the window size to be a little smaller! I have a relatively low-res computer screen and the game takes up the full height of my screen, some tiny bit cutting outside of my desktop. The "size of the pixels" makes it a little hard to see what's going on at times, but I think that too would probably be better with a smaller window.
It's a really nice game that just needs some fixes and additions to be great! I love all the illustrations! I really liked the fact that you could rebuild/improve villages and would love to see more different engineering options :-) My main difficulty was that I'd have liked the villages to update their locations more frequently, because I went to a lot of villages and the map didn't update most of the time (unless I missed something about this mechanic). You may already have it planned, but it would also be good to have an illustration whenever you reach a map point that someone was supposed to be at. (Just a "they aren't here, you have to keep looking" sort of thing.)
@commodoreKid Yes! I plan to make it a bigger game now after the jam is over. :-) I had a lot of trouble during the first week since it was my first time trying to seriously code a game, but now I've learnt a lot about programming and will be able to rewrite the code much cleaner from scratch, so that it will be easy to work with the code. The game in the form it is now wasn't ever my plan, but it ended up this way since I ran out of time, haha. (Don't worry, nobody I showed the game to was able to keep the plants alive.... only me :-P)
It's cute but very challenging! I got to the eagle after many tries, now I'm giving up (for the moment anyway), lol. The colour pallette switch was very cool! I think the water comes a little too quickly.
This was fun and fairly challenging! I think I lost 4 times before my first win, but I do think it is well-balanced between luck and tactics (for such a short battle). The graphics are nice, especially the "defeat" screen with the little sparks of fire rising from the castle. It would have been nice if there was a "try again" option at the ending screen that restarted it, though. :-)
It has a classic feeling and great atmosphere, with nice art and fitting sounds. The text is hard to read in many places though, and I would have preferred word-wrapping in the text box to wrap entire words instead of individual letters. But the game itself is really nice! (I had to retype my comment because my Internet died when I posted it the first time, so sorry if this shows up twice....)
It's a cute and simple idea, and the graphics are pleasant and easy to understand despite the tiny size. :-) It looks a bit like embroidery somehow. The night-time house with the light shining from the windows is really cute!
I think the controls are a tad difficult -- especially the ones involving the mouse scroll wheel, since my touchpad makes that very difficult to control. It's also a little hard to remember which key/click does what.
It's a fun and very pretty game with well-made graphics and a nice little world to explore! It took me 3 tries to beat the final encounter because I kept losing health from being careless, lol. It was fun though, and it's definitely an impressive game considering the limitations!
I love it! It's a great piece of game design for the tiny format, in that the small resolution doesn't make it feel limited. Personally I really enjoy the graphical style and pallette, and the music is nice and fitting :-)
To me the challenge was making a game whatsoever. I've never finished a game except for a couple small joke games (of the type that you make for your friends, and the games take 5 seconds to play). I had to learn how to use GameMaker during the jam, and I had to learn to write GML scripts in order to make the game I wanted. Even though my game ended up a fairly lame demo version, I'm very happy that I have anything at all, and I didn't give up! :-) I feel like I learned a lot about programming, and I will keep working to make a full version of my game.
I made it to the wizard now (though I died a loooot before I got that far haha), but the wizard killed me in two hits, so I give up for now. Yeah, the ogres and golems and I believe it was the vampire, those three were very hard (and the wizard is probably too hard as well). Some of the other 2-3 level monsters were difficult but not 99% impossible.
I had full dexterity, so I was surprised I couldn't escape...
It's allright, it's still a very nice game even with some small problems. I will definitely play again after it gets updated :-D
I've been playing for 1 to 1.5 hour or so, and I'm having massive trouble with the ogres! They kill me every time and I "cannot escape". I've tried using the shield and everything. Either I'm missing something, or the ogres could stand to be a wee bit easier... (it's fun to play though :-P)
Allright, I'll play around in my midi program later today when I take a break from scripting and see what I can do! It's relaxing to compose for me so it's not a problem. But if I don't end up with any nice sounds, yeah, it's good that you have a back-up plan as well, haha. I'll let you know on Twitter when I have something (earliest late tonight, otherwise over the next 2 days).
I can make some short music for your game if you're fine with midi-based tunes (either simulating 8-bit sounds or regular midi/Garageband instruments). There's a few samples on my Soundcloud (not necessarily my favourite compositions, but I haven't taken the time to upload much over there yet): https://soundcloud.com/j137/sets/musiksnuttar-till...
Let me know if you want me to, and if so just tell me what sort of tune you want :-)
I initially thought about doing this too, when I was looking at an engine that wouldn't allow me to resize the window properly, so I would have needed to leave a border around the 64px anyway. (The same Pokémon borders came to mind :-P They're cute!) I suppose as long as it doesn't have anything to do with gameplay (and since you're working with HTML5, you don't even need to keep the borders in your game's code, just on their page's code as any other webdesign element) it should be alright. That's what I'd think, anyway...
Here's the last (?) room art for my game (there's also one I'm not sharing pics of so there'll be something left to find out), the only art left now is for the intro screen and some small sprite things. Made a lot of scripting progress earlier in the day but then I got stuck and focused on other stuff for the rest. Hopefully I'll at least have a mildly functional game by the end. Going to look for more tutorials on similar scripts.
Thank you! I didn't know if it was possible to do this. Yesterday when I tried a "Draw GUI" event on my game (only resized by the "view" settings), it drew the GUI element in real-size pixels on top of the resized pixels, haha. Good to know there was an easy fix for the whole game.
I like what you have so far! Maybe you could turn it into a sort of mystery game (you find something strange in the forest and have to find more clues / solve puzzles to figure out what it is, or such) or a survival game where you have to scavenge for food/shelter/etc that is also randomly generated.
"You should technically be able to walk in one direction for 17.43 decades" - tell me you'll get an achievement trophy if you do? :-P
I think that the coloured versions are likely to be easier to see, depending on what your background art is going to be. With greyscale it can easily become a bit muddy and the shapes become harder to tell apart if you don't work with harsher contrasts or outlines.