Could you send me your save file? You can just copy and paste it on here, I'll take a look at it - or you can join the Discord and send it in there
MangoStudiosOfficial
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I realize this is not what you were trying to make, but I would love to see some RPG elements to this game. If you add loot, weapons and enemies, then place these around the map, the player can draw towards it and interact with them.
Perhaps you can only enter certain areas or complete puzzles by using the right terrain.
I don't know, I see a lot of potential in the RPG genre mixed with the world-drawing
Game seems cool but I struggle to find an objective with the game. I would love if the game could recognize structures you're drawing and change the gameplay like that.
Like if I draw a tower, the came would know it's a dungeon and spawn enemies.
Also, it's bugging me that everything is blurry while walking.
All in all, it seems like a really unique and fun idea, but as it's really lacking any game-elements, it feels more like photoshop and less like a game
Thank you, I appreciate that! v1.1.5 just rolled out.
Looking forward to seeing your list of bugs. Maybe a few of them has been squashed already haha
In regards of of null characters, I gotta admit - I have no idea why this is happening, and honestly I didn't even know. Perhaps this is what was causing the sprite bugs TitouanRobin was experiencing.
I'm not very keen on posting code in these comments, but if you'd be interested in helping out or discussing this further, please feel free to join my new discord server, I've made for the game: https://discord.gg/j7XNGKS2ut
WOW!!!
Thank you so much for the amazing Docs! It’s very much appreciated. I’ll try to answer most of your points and let you know which ones I’ve implemented. As far as balancing goes, I’m not sure if you wrote this before the latest updates, but i’ll try by best to answer them. All of the earlier levels has been modified, so they give out an extra $ every kill. Also the early stat upgrades has been made cheaper. This should make the early game easier without changing hp or quantities, as it’ll be faster to upgrade.
The difficulty has been ramped up for most of the game, especially on the later levels, while shorting down on Waves. This was a much needed update, but I’m again not sure how recent your comment is, so perhaps it’ll need more tweaking.
In regards of prestige points, I’ll make note of your comment, but I wont touch the balancing there too much for now, since I have recently made a few changes here, and would like some more feedback before diving into that again.
I like the idea of bumping the prices though, once I implement Endless Mode to earn prestige points.
I’m sorry you lost your save. I agree the Delete Save button was a huge issue, as myself and a few others has done the same!
Delete save button has been moved into the Game Saves menu. It sits at the bottom, and pulls up a confirmation before deleting. With the new saving system, I recommend saving the game manually every once in a while. This should hopefully eliminate that fear.
I liked your idea of buffing legendaries, so I’ve gone through my list of pokemon and actually buffed most pokemon in the entire game. Late-game pokemon has been buffed the most! Bidoof remains as the strongest choice as I thing Perfect Bidoof is hilarious, so he still is the only mon learning SuperNova, which is just overly overpowered haha.
Moving on to your game ideas. I love the idea of passive abilites, mega evolutions and gimmicks like the Abra one. I definitely want to add more pokemon-esque features, but it’s not someone I’m prioritizing as of now, since there still seems to be a bunch of balancing issues and bugs, which I need to get working on first. For bigger features, the things I want to add next is pokemon typing and Endless Mode, which I need done before even thinking of adding passives etc. Great ideas none the less.
More items is on the drawing board aswell, though not a priority at the moment. If you have specific ideas for items, let me know!
Going back to menu from Bag now keeps the money you’ve earned on the Area!
Toggle fire is something I want to add in the near future as well, perhaps as a Prestige Upgrade. This most likely will roll out at some point with Endless Mode.
On to the bag lol thank you for leaving so many notes on this. I haven’t tested it much and you’re the first person to point it out. With the current setup, I’m not really sure where I could move the Main Menu button. It seems anywhere else feels weird visually. I have made it so you can click the bag again to close out of the menu.
Bag has been blocked after death, thanks for letting me know.
Bosses now pause correctly when opening bag, and Special Attacks has been blocked from being used when bag is open. Countdown also shouldn’t go down anymore with bag open.
I realize this comment has been LONG, but I wanted to go over all of your points. I hope I did so at least.
If you have any more questions or pointers, please feel free to let me know. Thanks again for such a thorough document!
I honestly don't know what I would've done without all of your feedback throughout the past week lol.
I didn't like the visual feel of having only one of the bullets be offset, thought I've made the offset smaller, when there's only 2 bullets. In my immediate testing, this seems to resolve the issue of misses!
Oh, yea for sure! I've never even considered mobile, but this was a quick and easy fix.
I'm not sure how the saving system would work for mobile, and I'm honestly not sure if I'll look too much into that, but the full game should be playable on mobile now!
Perhaps I'll revisit the mobile features in the future. Could be cool to have like a stick to control shooting.
Hi again! Just wanted to let you know I've rolled out a new update.
Your comments inspired me to rewrite the entire saving system for the 4th time. I've quite literally spent 10 hours getting it to work like I wanted to, but I'm proud to say I've managed to fully implement a working import/exporting system - utilizing dialog boxes, which I previously assumed was impossible through Itch. Thank you for that!
I very much appreciate your offer to help out, though I wanted to get to the bottom of this and really understand what I'm doing, why I ended up doing it myself.
I've made some major updates to the way Attack Speed is calculated, as well as removed the 1 second timer between waves, which I hope will speed things up a bit - as well as the new TM system
I'm toying with the idea of having 2x speed on already completed Areas to make farming money more fun. I'll revisit that soon enough.
also, the Target upgrade should be blocked from grabbing money more than once!
Thank you so much for leaving such a thorough comment! I'm glad you're enjoying the game so far.
I will put all of these bugs on my to-do list and get them fixed as soon as I can. I'm currently working on implementing TMs, which will function like held items, and grant an additional special attack, as well as some much needed balance updates. Soon as that's up and running, I'll get to fixing the other things.
Auto shooting is on the drawing board as well. I completely agree it's a much needed addition. I'll be working on an endless mode fairly soon, where an upgrade like that is not just nice but borderline NEED to have lol.
In regards of the speed upgrade, it's something a few people have mentioned on Reddit, but I'm honestly not sure if I want to implement it right now. It'll take some serious reworking of quite a few systems, which I'm not looking forward to. I have recently cut down on the amount of waves on many of the areas, which should help eliminate some of that grindy feeling.
The import/export saving system was actually my first edition, and I had that ready for 2 weeks before releasing the first Beta, but I've never worked with HTML5 on Gamemaker before. My original system opened dialog boxes in order to read and write the data. When that broke I tried a version using the clipboard, but most of my ideas so far has been cucked by limitations on HTML5 and security measures on Itch. I would LOVE to get a working port system up and running, but I'll need to look a bit further into how I can get around these limitations, as I'm very new in game development. This is my first ever "finished" product lol. I'll look into your idea as soon as I can. If I can manage it, I would love to have the original saving system back.
Thank you for playing and for you nice comment!
Oh wow, that's crazy! I'mma need to fix that, thanks for letting me know
edit: This bug should be fixed now! I mistakenly used a local timer on the special attacks, making it so whenever we quit the levels, the game has no way of knowing the timer has ended. I made it so it resets attack buffs from special attacks and items upon entering menu screen
I'm sorry you had to restart your run :( I honestly have no idea why this is happening, it's very very odd. I will be doing everything I can to fix it!
Edit: I rolled out another update regarding some stat issues. I haven't found the cause of this yet, as I haven't been able to recreate it.
From the very limited information about it online, it seems to be a limitation on your browser, which causes the runtime to corrupt, if the tab has been left running for a while. I'm actively looking for a fix here, but it's not easy honestly, as I have no idea why this is happening
