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Max Level Adventures

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A member registered May 06, 2021

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Yeah...our navmesh was bad and our enemy pathfinding needed optimization. There's an issue with the explosive power-up that causes the game for freeze for a moment when you use it for the first time. The foliage in level 1 is too high-poly (as are most of the hard surface assets. Nothing has LODs. The list goes on... 😅

But we're really happy you still had fun. Thanks for taking time to play and share feedback! <3

Thanks so much! There was so much more I wanted to improve/add, but I'm honored by all the positive feedback <3

Thanks so much! The team is actually meeting up this week to discuss sticking together and developing an actual, proper, finished game. So thanks for encouragement!

Haha thanks! We definitely had to cut some things for time (more enemies, more weapon mods, more art assets with a more cohesive aesthetic, etc.), but we were all very surprised by how it turned out.

We're meeting up this week to discuss reworking this into an actual game (that's legally distinct 😅). I know we all felt like we wanted to do so much more with it. Personally, I wished I had a lot more time to make a better and wider variety of enemies, assets, and level design. I know our musician and programmer also felt like there was so much more they wanted to add and polish. And that was before we even submitted the game. Now that it's had so much positive feedback, we're even more encouraged to keep this team together and make an actual product we're proud of!

I'm bummed you had such a rough time getting the game to run. We knew performance wasn't perfect when playtesting on web from our machines, but it wasn't bad. I also didn't know uploading a downloadable version was allowed until I saw other devs submitted downloadable versions (otherwise I would have requested that from our programmer). Thanks so much for taking the extra time to download and run the source code! Some people (like us) get a pretty steady fps with only a few frame drops on level 2 during the final battle, but some like you have said it was totally unplayable so that makes me really sad to hear. We'll spend more time optimizing and playtesting on a wider variety of hardware/software on future projects. 

I totally feel you on the melee. It was an early implementation that we didn't give much love because shooting was just way more fun. I thought about suggesting we cut it on the final day, but we had more important things to do at that point.

I'm glad you liked the cylinder/pillar! At first, I thought it was going to be the lamest enemy because it's so visually basic, but it actually ended up being favorite because it the movement was so creepy and ominous. 

Difficulty was something we adjusted multiple times and knew it wouldn't be perfect for everyone. The three of us are fans of RoR2, so it was really easy for us, but our partners/friends that didn't have as much experience with shooters struggled to beat the game, so we didn't want to make it too much harder. Basically, you're just too good for the default setting and we didn't have time to add variable difficulty settings :P

Thanks so much! We totally agree the game and/or the team has potential. We all felt like there was so much more we wanted to add and polish, but we still had such a great time working together and are so proud of our janky game that we're meeting up this week to discuss developing a proper, finished game together!

Thanks so much! <3

Yay! The thumbnail did its job 😋 Thanks taking time to play it and share some kind words <3

Aww. Thanks so much! I'm glad you enjoyed it. Thanks for sharing <3

Thanks so much for the kind words and feedback! Yeah, the enemies definitely spawn less frequently on the final level. We thought about prioritizing a fix for that, but decided it was fine to leave the level more as a victory lap — plus, some friends of ours that playtested were kinda struggling to get through it. But, I personally would also have liked more enemies on that level too. It would have been a great level to massively boost the spawn rate of the flying enemies, but I don't think they knew how to fly off the navmesh. Cannonically, we determined they were scared of heights and it had nothing to do with the fact that we didn't have enough time to make them fly off the platforms... :P

Can't tell if doubt or just compliment :P

Either way, I'll take it as a compliment! <3

Dang. I'm sad to hear that. We knew it wasn't buttery smooth (pathfinding seems to be the main issue) and we ran out of time to further optimize, but this is the first time we've heard that it was unplayable, so thanks for letting us know what OS and browser you were using!

Haha. Nooo! We knew that some players might dash through the floor, but I can't remember if our programmer every implemented a prevention system. I'm guessing not. 😅 Sorry about that.

We did have a damage indicator (part of the reticle turns red on hit), but that system is one of the very few premade assets we used. I noticed it wasn't very accurate during playtesting, but we added it on the last day and didn't have time to troubleshoot it by that point. I think we could have resolved some of that by just increasing the sound of a bullet hitting a target, because I totally agree it's a little hard to tell when your hits connect. We also didn't have time to add a visual indication of an enemy burning, which would have been nice.

Thanks for the kind words and feedback! As the artist, I'm very happy so many people like the visuals/enemy design! <3

Aww. Thanks so much!

Aww. I did hear from one other person that they were having an issue, but I think they weren't waiting long enough for it to load because they said it eventually worked. If you're waiting a while and it still doesn't load, then it might be worth trying to run it from a different browser. Sorry I can't be more helpful :(

No argument here. We originally planned to have at least one more enemy, but we were making everything from scratch and the programming of the pillar enemy took a surprisingly large amount of the week (at least a full day, maybe even most of two), so we ended up cutting the 4th enemy to focus more on the other necessary features, then we had to move on to polish. I did add different textures for the blobs on each of the 3 levels, but we didn't have time to make that actually do anything in the game. 

Fun fact: The gravity on the third level is the same as levels 1 and 2, iirc. Originally, I did want it to be low gravity, but the movement bonuses made it totally unnecessary. It was just so fun to zip around the level using the movement bonuses you'd accrued throughout the run.

Annnd, yeah, we made the theme a very low priority, so we didn't save time to implement the ideas we had to make it more "biscuity," only "risky." There were some wild story ideas related to the character's biscuit motivation, but we just didn't get around implementing basically any of it... 😅

Thanks for playing and sharing feedback!

Aww, thanks so much! The visual style was definitely outside my comfort zone, but I'm quite pleased with the results!

Yeah...I do wish we would have prioritized a restart button. It wouldn't have been hard to implement and it would have made a big difference for many players.

No arguments here. I also wanted to get a restart option in, but we just didn't prioritize it highly enough. I think a lot of the poor optimization came down to a poorly generated nav mesh that I didn't have time to manually fix, and and there are also some unrelated enemy targeting/pathfinding issues. We did what we could to resolve it before the deadline, but definitely didn't get it running buttery smooth from start to finish. There's also a massive lag spike the first time you throw the grenade, and we didn't have time to look into that. Fortunately, it only happens once.
Thanks for the kind words and feedback! We had a lot of fun making it and are pleasantly surprised by how fun the game turned out to be (which should be all that surprising since it's basically a RoR2 clone).

Thanks so much! The art style was well outside my comfort zone, but I'm glad people seem to be liking it. Sometimes simpler is better.

Thanks, so much! A few hours before the deadline, I half-jokingly said to our programmer Bobby that we should start a studio and actually turn this prototype into a finished, polished game. I was genuinely surprised at how fun it felt to play even just a week into development and there is so much more I wanted to do with the art and level design. I think me and Bobby need to sleep for a week straight before we're ready to seriously entertain that commitment though :P

Got the wizard and it soft-locked me, but then I pressed random buttons and "Q" set me free, but I could not make it much further than that, because that next passage is brutal haha. Punishing, but in a fun way. The wizard art is great and the music slaps! Nice work!

It's fun, but I couldn't make it beyond $200 because I only know how to max bet, and this is why I don't gamble irl haha. Nice work!

It's fun, but I couldn't make it beyond $200 because I only know how to max bet, and this is why I don't gamble irl haha. Nice work!

Thanks so much! I also wish we could have had a little more enemy variety. We had another ranged enemy planned, but cut it for time. I gotta give a ton of credit to the programmer Bobby for cramming in so many features. And Dacotah had no notice they'd be writing music for us until the first day of the jam. Thanks for playing and sharing feedback! <3

Nice! I wish you could have made it to level 3. It's easily my favorite to zip around and the music is also probably my favorite. Thanks for the playing and sharing the kind words <3

Thanks! Haha, yeah we buffed burn in the last couple hours. It got bumped from 2 dps to 30, then dropped down to 15 or 20. We knew it was still a little too high because it just melts spawners, but we also kinda liked having a few abilities that were OP.

Yeah, we tried to resolve as much of that as we could. I think a fair bit of it is a mostly caused by pathfinding — partly from the code and partly from my very unoptimized navmesh. I'm glad you had fun! Thanks for playing and sharing feedback! <3

Thanks so much! It was fun to step out of my hard-surface comfort zone.

Haha. yeah. The arc upgrade is definitely OP. We talked about nerfing it multiple times, but decided to keep it as is because it was just so fun. I'm so glad people are playing it long enough to reach level 3. The movement upgrades make that level so fun to zip around. Thanks for playing and sharing feedback! <3

(3 edits)

I'm so, so proud of our game. I honestly thought we were biting off a little more than we could chew (especially with me learning Godot the night before), but we accomplished almost all of our major goals and plans. 3 levels with completely different visual styles; 3 of the 4 enemies we planned; and even more abilities and power-ups than we planned! Plus, a kickass original soundtrack!

Each of us brought our own skillsets and the process felt so fluid, even when we were individually struggling with some aspects of development. Bobby (Rob) The Wizard making all the Matrix magic happen — the enemy controller for the pillar deserves a special shoutout because it's so sick. Cody coming in clutch with 3 original tracks and a few sound effects — the soundtrack completely elevates the game and I love it so much. As for me, it felt so rewarding to use almost every tool in my 2D/3D kit in such a short period of time — as well as stepping out of my comfort zone into a stylized art style.

This last week felt like a fever dream. It flew by and we put in so many hours, but I'm seriously so proud of our game <3