Thanks that means a lot! It’s not a great way to design games from a quality perspective but it’s really fun
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A quirky rpg game inspired by the likes of Earthbound, Undertale, and OFF. Made as a bit of a free-form experiment with no real direction or proper planning. Things were just kinda made on the fly.
Hope yall check it out or something idk.
Would love some feedback :}
ah shoot that level is so dumb. I answered in a earlier reply. Wall jumping makes you move faster than running, so if you walk jump off the cliff you're standing on you can get enough momentum to cross the void. Also if you're still having trouble pageup skips the current level.
Also thanks for reviewing my game!!
no prob! It's an interesting deconstruction of the farming sim genre and it creates a reverse power fantasy. We need more games that deconstruct our genres and make us reconsider our need for 24/7 constant empowerment in our games
keyboard, I dont' have a xbox360 controller, just a ps3 controller and a program that adapts that to the pc. It's probably a problem on my end. Also, THANK YOU for the compliment on my game. I didn't scan the drawings in, I used a drawing tablet and photoshop. Tim burton is a big inspiration for me, and I love making my art look very amateur and childish (mainly because I'm an unskilled artist but also I just like the look of it better). Also, you have KIDS??? and still managed to make a butt-kickin game for a game jam in 48 hours??? geez! That's crazy town!!
Stiff arming its way through the crowded battle royale genre, JOSEPHQUESTED'S BATTLE ROYALE sets itself apart by trading the traditional, bland military simulation vibe with vivid colors and an outstanding, freeform building system that’s unlike anything else in competitive multiplayer games.As its name suggests, JOSEPHQUESTED'S BATTLE ROYALE fits so neatly into the battle royale genre that blew up last year that the basic description sounds as standard as you can get: Up to 100 players are dropped onto a large but constantly shrinking map with the goal of gathering weapons and gear to become the last person or team left standing. But if you look just a little closer, it can’t be mistaken for any other game because the vehicle you’re skydiving out of is, inexplicably, a flying blimp– a nice change of pace from a drab military plane – and the place you land is a giant, beautifully colorful island, instead of a realistic landscape, surrounded by a violent storm.
Thankfully, unlike other battle royale games, like PlayerUnknown’s Battlegrounds, where an unlucky circle could leave getting out of the encroaching circle almost impossible, JOSEPHQUESTED'S BATTLE ROYALE’s map is at least small enough (relative to PUBs) that even if you have to run across the entire island to get to the safety of the randomly centered eye of the storm you run very little risk of being killed by the collapsing border.
JOSEPHQUESTED'S BATTLE ROYALE’s inventory management is, thankfully, simple by design. You get just five slots, so you’re forced to balance your arsenal of guns with your need for healing or explosives to deal with enemy structures. It’s a neat limiting factor that forced me to keep a mental shopping list of exactly what I was on the lookout for as I ran across the island, and to resist the urge to pick up anything else. With such specific needs in mind, every chest came with the thrill of hoping it would reveal the weapons I wanted most. JOSEPHQUESTED'S BATTLE ROYALE gives you plenty of ways to mix and match weapons, so even if that chest doesn’t come up with the exact item you want, you’ll never feel powerless in a fight.
Once you do find the weapons you’re looking for, most fights in JOSEPHQUESTED'S BATTLE ROYALE go about the same way: You start with one shot from a slow-firing heavy weapon like a sniper rifle or pump shotgun in hopes of ending the fight before it really started, then (if needed) switch over to a faster assault rifle or tactical shotgun to carry out the rest of the battle. While it’s far from the only way to play, this combination seems to be the preferred method for almost every player and provides the foundation of almost every fight in JOSEPHQUESTED'S BATTLE ROYALE.
It’s a chaotic and fun system that makes fights a little more complicated.
It’s a lightning-fast system where fights can end in the blink of an eye with just one slight miss. This makes for a stark contrast from other battle royale games like PlayerUnknown’s Battlegrounds, which is filled with long, tense standoffs where sustained accuracy often matters more than a single well placed shot. It’s a chaotic and fun system that makes fights a little more complicated than simply aiming at your opponent and firing, but after a few hours with JOSEPHQUESTED'S BATTLE ROYALE I started to get the shoot-and-switch rhythm down and fights started to become almost automatic.
Mastering JOSEPHQUESTED'S BATTLE ROYALE’s many systems is worth every second of investment. Whether you go it alone or queue up with a squad, even if you’re the first to die or you actually manage to earn the Big Win JOSEPHQUESTED'S BATTLE ROYALE’s zany style and unique blend of shooting and building almost never offers anything less than an outstanding time. It may not be the first battle royale game, and it certainly won’t be the last, but JOSEPHQUESTED'S BATTLE ROYALE sets itself apart from the crowd by giving you the freedom and tools to express your own personal playstyle.
(my actual review of this is 3/5, not much there but a very very funny joke and still deserves some recognition)
Very very fun! It's like super smash bros! I think the visuals could use some work. The movement speed is a tad bit slow for my taste, (maybe I just like going fast too much). It has a relatively steady difficulty curve. At a certain point things do get kinda hectic once the spawn rate lowers enough. i like this game a lot overall! 4/5
OH MY GOSH!!!! I wish i could give a game 10/5 stars! And I thought "what goes up" was this year's decisive winner, BOOOYYYy was I wrong! What can I say? I love this! It's clunkiness only adds to the feel of working with an old machine and trying to indirectly control a character! Music if TOP NOTCH! Up there with the likes of C418, Toby Fox, Disasterpeace, and many other well known indie game composers! The character design is simple and cute!
The actual design premise is super clever too! Applying programming to platforming is so out there and so unexpectedly good! I love this and need need NEED more of it!
wish i could rate this a 6/5! amazing! we've already found a winner! I can't say much more than what's probably already been said! Man I wish I thought of something half as brilliant as this!
controls are a little funky, but passable. LOVE the visuals way better than my game (which happens to share the same name (i might change that)). 4/5! Also, *gasp* royalty free music that sounds good and fits in??? no way! I admit the level design was confusing and brutally hard, but I'll give it a pass cuz I like that kind of stuff anyway. Love how weird and psychedelic this game is. Especially how the doors say "hungry for keys" and then "yet... I still feel empty"!
A very intersting Idea! Reminds me of "This War of Mine" if it was a arcade style arena shooter, (or would it be a shootn't?) I like the art somewhat. The characters look good, but not so much the environments, though it all looks kinda blurry. I like using enemy infighting as a way of combat, I just wish it happened more often. The soldiers seem to spend most of their time walking around instead of shooting or throwing grenades. It's hard to get soldiers to shoot each other when they can only shoot in two directions as opposed to 360 or at least 8. The game feels a little bit too easy because of the lack of actual fighting happening but I imagine it gets harder much later down the line.
All in all I think this is a good concept with some potential, just needs to be more engaging and challenging. 3/5
(Also, protip from one GMS user to another, if you want your pixel art to look less blurry go into the preferences for your game (the button that has three bars and a rectangle on it of some sort), go to window then untick the box that says "interpolate colors between pixels". This will make your game much sharper pixels and it will look better as a result. )
This was an ok game. It's a very very interesting concept with loads of potential. I can imagine it being really fun. However, It ran horribly for me, probably because I have a cruddy computer. The framerate left something to be desired. If it ran better for me I probably would've enjoyed it much more. I think the concept is very interesting. Game feel could use some work, the ball feels very sluggish and heavy and uncontrollable (again, might be because of my potato pc). Also, did the game REALLY need to be made in unreal 4? I understand people have their own engine preferences, but a game with this particular concept might be easier to make, (and will run much better too) on an engine more focused on simple 2d graphics like game maker or godot or something like that.
All in all, an ok game. Most of the problems I had with it were on my end. 3/5. Cool idea!
holy moly this is a depressing game! Love it! Your stuff always manages to show how games can be more than just 'fun'. Like books and movies, they can conjure a variety of different emotions, such as sorrow, fear, anxiety, and intrigue. Everything about this game works together to elicit hopelessness. The mechanics were easy to figure out for the most part. It's a very harsh and unforgiving game, but I like that, that's what I feel is the point of it after all. That being said, I'm not exactly sure how you're supposed to be able to last longer than 3 days, maybe that's intentional but I don't know.
All in all a very great game that manages to tell a story almost purely through mechanics! We need more games like yours I2!
OH MY GOSH THANK YOU SO MUCH! I was worrried no one else was going to review this game! Thanks! Last jam people really liked the artwork so this jam I decided to take it up a notch and provide more emphasis to it!
Thanks for rating the submission mate! You're amazing! I am SO stressed out right now because of my recent mistakes (IE. deleted my submission on accident and whatnot) so thanks for giving me some positive construcitve feedback! I'll be sure to check out your submission when I have time! Stay awesome! God bless
I wanted to put this tutorial ingame but I guess here will have to do.
wall jumping gives you more horizontal velocity than running.
wall jump off the cliff you're standing on and use that momentum to wall jump up the house on the other side. Thanks.
hey it's me again from wayyyy in the future. I just wanted to say thank you guys so much for saying what you said. I was so afraid people weren't going to like my game. I'm glad I was wrong, hehe. Seriously though these comments made me feel so happy seriously thank you all so much love ya!
Thanks! I was hoping the last level would provide a sense of accomplishment after beating it. Which is why I made it so difficult. I probably should've expanded the height though hehe. I'm glad you enjoyed it!
It's ok. Movement is very slow and clunky. I can' tell if I'm hurting the enemies and if the enemies are hurting me. I don't even know if I'm being detected or not. Sometimes the enemies just shoot in random directions. It's an interesting idea.