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Colin EUMP

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A member registered Feb 04, 2014 · View creator page →

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Using HTML for the documentation is definitely a better choice. The headers actually working makes it a lot easier to ignore parts too. That said, I'm not really sure what else has changed that would relate to my original complaints.

If you meant that "giving it another shot" in the sense of just seeing again if I want to use your engine, then I suspect you've misunderstood. The complaints I started this thread for were the things I would expect to make a lot of people in general have trouble with your engine. They're not at all the reasons I haven't been using it. My reasons for not using it start with the suspicious absence of any documentation or modules that address the game window. Anything I make will be targeting PC first and foremost, so not having a clear way to provide fullscreen mode, windowed mode and some form of resolution persistence is a deal-breaker. I also prefer if my games remember where the window was when the player closes the game, with some safety check to ensure the window isn't stuck off-screen. 

I don't like the 4th level. It feels off from the rest in how dangerous and how precise the platforming is. Further, it feels like it's designed to make the player have to backtrack, which is irritating. The 5th level feels that way a bit too, but it's not a problem to backtrack for a bonus item, in my opinion. However, the 5th level also feels out of place in a different way: it feels like it would've needed more levels leading up to it. The solution for dealing with the pit of spikes requires more comfort with the mechanics than I would expect the player to have at that point. If you do choice to continue working on this, I would recommend both of those levels being moved to later in the game. I would also recommend introducing spikes in a smaller way.

Those two levels sit in contrast to the first 3, I think. The initial tutorial is excellent, though I may have missed any mention of which button is jump. The bigger thing missing, I think, is a way of learning and getting a feel for how the rate the time power goes down is determined. I had the impression at first that it was always the same, then only later noticed that it seemed to be different sometimes.

Overall, I hope you do finish the game at some point. I think pixel art games are never a bad thing, and I think there's a lacking of platformers with cute bunnies and interesting takes on the mechanics.

It's possible I didn't make the areas for interacting with the cat well enough. It's supposed to fling you downward into the wall when you pet it. Anyway, thank you for the detailed feedback.

The buttons are z, x, and c, any of which will continue dialogue. My biggest regret in this build is not putting that immediately as the first thing the player sees.

Your description doesn't say what parts you managed to finish. Is there anything other than moving the ship around?

You've definitely captured the feeling of an old dos game. I think it would've been helpful if the failure message gave more information, though.

I didn't get that far. The battle happened on trying out the teleporter, and the freeze happened in the room the teleporter was found in. I had just gotten back through the teleporter.

I'm not sure I understand the concept. I seemed to get lots and lots of points for just not doing anything.

I scared some birds away, then I scared some ground animal away. Then I jumped into a bird to scare it away, got stopped by its hitbox, and fell on top of the worm. Was that intended? Cause I don't see any way I could've saved the worm in that case.

I don't see much benefit in trying to avoid healing the enemies. It just results in having to do much harder dodging while shooting the enemies themselves less. Meanwhile simply shooting like mad will have a chance of destroying stuff while allowing staying still against shot patterns that usually miss entirely anyway.

I think having something really important be off to the side in a bullet hell game is a bad idea. It means the player has to constantly be changing where they're looking rather than just focusing on the action.

I feel like some context would help this game, even if just in the description on the game page. Why does the fish need to avoid the other fish?

The in-game instructions don't make it clear needs to be done to win. It mentions chores but not what those chores are.

On the side of distribution, Game Maker Studio has options for what form of build to make when you build the executable. They're in the dialogue that pops up when you name the file. I recommend using either the zip file option or the single executable option so that players don't have to go through installation. Furthermore, there's no point in making a .rar archive out of your game if said archive isn't going to be smaller. All that does is weed out people who haven't installed something like winrar or 7zip.

For a game that's supposed to be about relaxing, the collectibles seem oddly fast. I also don't really get the sense of being in a cosmos and such with the camera so close to the soul.

My browser (chrome) is refusing to give control to the game.

I don't know much about setting up games in browsers, but for whatever reason it ended up very small in my browser (chrome, on windows, with a 1377x768 resolution screen). As a result, the detailed textures didn't look very good and the text was hard to read. The actual gameplay wasn't affected though.

I think next time you make a game, it'd be a good idea to consider how much content you have in relation to how long you make the game. This game appears to be just dodging arrows at the same rate and of the same type for quite some time without variation. The dodging itself is fine, but it's not interesting for as long as it takes to win. This is made worse by the scrolling background being the same the entire time. As such, I think it would've been better to keep the game a little shorter to compensate the lack of time to make more variation. Similarly, if you decide to do any updates to this later, I think even so much as allowing there to be 2 arrows shot at once later on would improve the game.

I like this concept, but there's several parts I didn't like in practice. Like other commenters, I didn't like the camera movement. I think this would've benefited more from have the dog being the parent of the camera and crafting the dog's movement around a comfortable speed/acceleration instead. Besides that though, the items were constantly too close together. I think having them be thrown off from defeated orcs would've made it much easier to grab individual items. Lastly, it feels oddly subject to RNG. I got to level 2 and failed almost immediately because no health potions were dropping at all.

All that said. I do think the visuals are surprisingly functional given how clustered together everything is inevitably going to be in a game like this.

I think it would've been helpful to have markings on each bar to indicate how full they are. They wouldn't need to be real measurements, just something as a stand-in for number of seconds so that the player can better get a sense of how fast to count.

The game's resolution turned out to be too big for me to see the menu properly, and some of the story text was cut off, but the puzzles had no problem. Some of the specific box arrangements felt nostalgic. I was reminded of Rescue Rover as well as one of my first game projects way back when too. I don't think I've seen height difference used for box puzzles before though. Good job on that innovation.

It's hard to tell when clicking on the enemies is working. Other than that, I couldn't tell if the items in the shop were being purchased when I clicked on them.

This game is great, but only after the initial wall of scrolling text is over. If you do any updates after the ranking period is done, I would recommend putting that information somewhere in-game as reading material, such as on a table as an "old informational pamphlet". Having it all scroll by at once like that is very intimidating, and especially having it scroll on its own with no player input encourages the player to not actually read any of it. 

Similarly, I think having the website be displayed as a line of narration at the end would be more convenient. Not having the text move would make it easier for the player to type it into their browser and/or write it down. Putting the link on the game page would also be a good idea.

I don't have anything to add on the game itself, especially since it seems like the other commenters are more into this type of thing than me. However, I would recommend in general when using Unity that you post a downloadable version as an alternative to any web version. I had multiple issues that seem to be related to my computer just not being very good, and such issues are usually worse in a browser.

In case I'm wrong about the cause, the issues were as follows: 1. the game didn't seem to go beyond the instructions screen on the first try. On reloading though, it appears that it was just having trouble loading. I've noticed unity games sometimes take a huge time to load on one try and then no time at all on a second try, which worries me to no end for technical reasons. 2.  the plants were refusing to grow at all, even after minutes of watering. The issue went away after pausing and scrolling around the page, though, so I think the game just was having trouble loading the models.

If no one else complains about these issues and you can't think of any reason for them, I wouldn't worry about them.

I think this game would've needed a more distant camera and drop shadows that show when the ship is under a cat. As it is now, it's just too hard to tell where the ship is in relation to the cats and in some cases the cats aren't visible until it's too late.

The title menu looks pretty silly, but otherwise this game is excellent. The only problem I ran into is that I didn't know that talking to the doctor was supposed to be last. It made more sense to me to talk to the staff before trying to talk to the patients or inspect the cell.

I don't know if this is good, bad or neither, but I had a suspicion of what the solution would be immediately after talking to the driver and looking at the garage. Then when the doctor left, it was obvious.

I feel like this is good in concept, but not so much in execution. Specifically, I'm not sure what causes the rotation of the sailor, nor what causes the boxes to land where they do. Without certainty of how the mechanics work, it's hard to enjoy a game about speed.

Got 39. The movement takes a bit to get used to, but works fine after that. It looked like the knife dropping had a rather drastic amount of random timing to it.

Some general design advice: I recommend having the menu of any game use the same type of controls as the gameplay itself. In this case, I'm best at using my right hand for both the mouse and the arrows, so the first thing I had to do after clicking to start the game was to quickly move my hand over to the keyboard.

"Take care not to shoot yourself" I'm confused. Which one is supposed to be me? The circle I control seems to have no problem with bullets.

I got to the first battle then decided to see what would happen if I turned back to have her rest outside instead. That triggered the black thing moving, but after the line about something not seeming right, the game froze.

I looked like I somehow beat the 3rd level despite one of the dogs falling.

When making platformers, I would advise against putting the next platform the player needs to reach outside the player's view unless you have some visual indication of where it is. For example, Mario uses coins to indicate far away platforms and Sonic uses rings. This makes it so the player doesn't have to guess where they need to go to not die.

I can't seem to get the browser to stop trying to scroll. When I tried playing on fullscreen, the space button didn't work.

I think it's confusing to have the moon represent the destination at the top of the screen for each portion. I thought the game was over and was ready to move on until I noticed a fly.

The enemies seem to be able to through the grey blocks.

Also, it's a bit confusing to have a black loading screen on top of a black website. I couldn't tell if I had the game fully in view or not.

I got a message saying it couldn't find the data.

I'm going to be honest. When the big red block came, I laughed.

Overall it's a nice idea. However, I think there's too many moments where it's hard to tell what the player is supposed to be doing. There's an earlier age where success depends on running ahead to deal with the dangers, but then when I got to age 13, running ahead seemed to result in me missing what was happening and then having to wait with nothing to do. I stopped at that level, simply because I didn't want to wait again just to guess at what would work for the actual danger prevention.

While playing on windows, I got a repeated message saying "You'll need a new app to open this discord link". I closed the game and waited for a bit, then reopened the game to verify. It did appear to be your game causing it. I have no idea why Unity would cause such a thing though.

Oh, and your game works pretty well. I had no problems with the gameplay itself. Aside from the strange message, the only thing thing I disliked was the way the instructions are presented. They're not easy to read.

190 sec.

It's hard to tell when the flashlight is affecting the nightmares. The one that reached the center had the light hitting it for quite some time without fading.

The camera shake seems to be changing where the guns aim. That along with the foods all being big and close together makes it hard to hit anything on purpose.

Works well, interesting level design.  The only two things I didn't like were the like of an indication of how far the cacti scream goes and the controls being exactly the opposite of what I'm used to. I think a semi-transparent circle around the cactus when screaming would've helped.

The world looks nice, though the bunny's strong outline feels a bit out of place.

Is the audio meaningful to the gameplay? I couldn't tell if I should be paying attention to it or if it was just odd music.

I got 48. However, around 21 or so I started feeling nauseous from the constant screen shake. I'm not really sure, in-context, why it's there.

SDL2 usually, but Game Maker this time, cause I don't think I can implement it fast enough myself.