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A member registered Jan 05, 2016 · View creator page →

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After watching the video introducing the 0.8 alpha, I think it would be a great idea if the Stat Screen utilized timers attached to Checkbox and Numbered tasks to measure the "time to completion". 

For the current implementation, all tasks seem to be assigned a single Time Estimation that assumes every task takes equally as long as every other. However, that might not be the case for most projects.

On the other side, if I attach a Checkbox to a Timer and set that timer to, say, 3 hours - then it would be safe to assume that Checkbox should take an estimate of 3 hours. Moreover, if I attach a Numbered task to a Timer and set that timer to one hour, then the Stat Screen's time to completion can assume this Numbered task takes one hour. 

Perhaps a balance might be to keep the current system but have Timers override the default Time Estimation. So if I set the Stat Screen's Time Estimation to 1 hour, that "1 hour" will only apply to tasks that don't have timers attached.

I realize this might take some work to implement, especially since Checkboxes and Numbered tasks can be attached to multiple Timers. Potentially, a rule can be established to keep everything in order, e.g.: only the first timer attached to a Checkbox counts, or something like that. There might be way better ways to achieve something like this, but I wanted to put forward my thoughts on this for now. 

The game ends after Wave 3, but it shouldn't be a crash, if that's what's happening. 

Thanks for the feedback, we'll definitely keep these points in consideration.

Thanks for the feedback. These are definitely some things to consider if we go back to it.

Thank you, I'm glad you enjoyed it!

Ah, got it. Those energy sources make a lot of sense, haha. Thank you for making this game, I had a very enjoyable time playing it.

Got it, I think that resolves a lot of my confusion. It's a very well game, so thank you for making it haha. I might also pay that tutorial you mentioned a visit, so I appreciate the recommendation!

Thanks for making it, haha! It was a very enjoyable experience.

Got it, good to know. And congrats again! Your submission is definitely one of the most creative ones I've tried so far.

This was a pretty unexpected but well-made experience. Once I started to notice that even the text popping in had comedic timing, I knew this was going to be an interesting experience. The "making the vessel" bit was actually really cool.

Outside of that, dialogue animations were all pretty impressive. In fact, there were so many dialogue animations that the raw variety of them kept me entertained, from sprites to effects to just about everything. I really never knew what was coming next, but it never felt wholly random either. There was also a huge amount of gameplay variety, to the point where I'm not even really sure what genre I'd put this game in. The music was also really nice and certainly grew on me. 

For some feedback, a lot of the strange spelling, capitalizations, and some fonts made text a bit hard to read at times. I'm not sure the typos added much, though perhaps they were supposed to indicate the "corruption". I also wish there was a "pause" option since characters would sometimes auto-dialogue a bit and I felt I'd miss something if I blinked haha.

Honestly, I found myself a bit disappointed when it ended, in a good way. I actually wanted a bit more. I feel like the game struggled to hold my attention by the time I reached the maze, but it had been so unexpected up to that point that I was waiting for the next thing to really take me by surprise... which the credits did I suppose hahaha. Great submission! Congratulations on reaching the jam's finish line. 

None of them upgrade, but there should be a max cap of 5 towers. They just can't overlap or be placed on mountains and such. Hopefully that helps. Thanks for trying it out, by the way!

I'm particularly fond of match 3s, so this was a fun treat for me. It was a bit overwhelming for me at first, with so much to digest. However, I really love the concept. A match 3 where each resource has an impact on a "meta" game outside of it is a pretty nice idea.

For feedback, I didn't really understand the hourglass resource in the match 3 puzzles. I figured they add to "turns until failure", but I don't think that's what ended up happening. I'm also not really sure what failure is, or how bad it is. At one point it claimed I failed, but I kept playing, and the failure turned to success. And I'm not sure how I succeeded either haha. It was also very difficult to target resources, since I never really seemed to end the match 3 with a profit. Lastly, I think the music loop was a bit short. Since it was only a few seconds long, it became a bit repetitive the longer I played.

That said, the art is really impressive. The chimneys in the back add some nice movement to the image, especially when you're staring hard at the match 3, looking for moves. The subtle movement of smoke makes it much nicer on the eyes. I also have no idea how you managed to program the logic for the match 3 (as someone who's programmed casually, it seems like quite the challenge), so I'm really impressed you got all the logic down. The UI is also very intuitive. Sliding blocks works perfectly, and I never had any errors with the match 3, popups, or anything of the sort. 

Overall this was very well made. This game has a lot going for it, and I feel like a lot of creative risks were taken, but they all paid off for me. Congratulations on making it to the end!

This is an impressive game. The visuals all look nice and refined, and the music is pretty boppin. Even the sfx fit so nicely they sometimes feel like they're part of the music haha.

This game got pretty frantic in a good way. I found myself actually using some tactics figuring out where to go, how to prioritize killing vs healing plants, deciding whether an enemy was worth the trip, and so-on. 

Performance was also great. A few of the other web submissions lagged on my browser, but this one was very optimized. As a bonus, the game was also very clear to understand, both from very simple instructions and very intuitive design. I think this was a very good and surprisingly high quality submission overall.

If I could give one piece of feedback, it would be for there to be more mechanical variety. The orange enemies didn't seem to add to much or change how I played. In fact, because they disappeared so fast, I ended up ignoring them until they were close enough that it would be convenient to kill them, and that worked out pretty well. I think one level (possibly the first that asks for 25 kills) also had a flower pot I couldn't reach at the top right, so I wasn't able to heal it.

I didn't really get it at first, but this is a really lovely idle game. The art, music, and sfx all evoke this very relaxing vibe that doesn't get old. I'm surprised all these different parts came together so nicely. Once I figured the game out, I only expected to stay on it for a bit longer, but I've ended up playing for quiet a few minutes now haha.

For feedback, I didn't really understand the initial instruction bar, so I had to figure out the game through trial and error (which was easy enough since there's no fail state I'm aware of). There are also some icons that I can't really decipher. I'm not sure what the first resource that falls is, and I'm also not aware what some of the things I'm placing are (or why I'm placing them).

However, it still all comes together very nicely. I very much appreciate the minimal use of text and numbers. Outside of the text for the resource meters above, the game can be perfectly played and eventually understood from visuals alone. I think this was a very interesting restriction that definitely paid off in making the game stand out and have a stronger sense of identity. Well done!

Awesome, great to hear! I'll use the download for now, but I look forward to trying on Steam once the keys are ready. And no worries, thanks for the quick reply haha.

Adding to this, I bought the "Game Making Selects" bundle expecting to get a Steam code with this, but the download page says "There are no keys available at this time, try again later". I'm not sure if more keys need to be requested, but if possible I'd like to use the software on Steam.

No need to apologize, it was a great experience. If anything, I wish there was more of it haha. Also, huge congrats for making #1 in ratings! ;)

Ahh that explains it. I was spamming space wondering what was happening haha. Thanks for the clarification! I'll try to get back to finishing it.

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Wow, this really surprised me from the start. The hand-drawn visuals are all really nice - and I do mean it - I'm surprised you managed to get such nice art into the jam. Even taking the time to do small head movements; it all had a strong sense of polish, and the sketch-like visuals really contribute to the realistic, down-to-earth atmosphere of the story being told. The audio ambiences and timed sfx also help to really immerse me in the story being told. 

I am wondering why there's a "-" in the dialogue box whenever the woman speaks. I like that it helps to indicate a different speaker, but I think a "???" would have made more sense if you wanted to hide her name. There are also some moments when the marker doesn't appear, even though I'm very sure she talking / responding to the main character.

At the end, I reached ending 3, which was really nice! I feel like there's something... more that I'm missing. I went through twice more but could only score endings 1 and 3. Ending 3 especially feels to be hinting at something I'm missing.

Edit: I was a bit stuck at one part but figured it out with WordyRobin's help haha. I was a bit caught off guard and confused by what I didn't realize was a text entry prompt. Now I feel silly xD.

Edit 2: Reached ending 2 finally. I still feel like there's something more here, more story to tell, or maybe I'm just missing something. I have my suspicions, but they were never really confirmed. Overall, it was a great experience. Congrats on making this!

This is a really interesting game! It ended up being more intricate than I expected, with several stats to keep track of, dialogue-based puzzles, and a surprise high score system at the end. The most impressive part, at least to me, is how believable it is. Even the stats are money, fatigue, and time - which are incredibly grounded things to be taking care of. Everybody speaks normally, and they don't seem to all have the same voice (which can be a challenge for dialogue, but you avoided it very nicely). 

Although I didn't unravel the mystery, I can fairly say that was on me and not the game - which just goes to show how well made it is. Honestly I might go back to it. In some ways, it made me feel like a detective, investigating suspects and solving clues, but with a much more down to earth, slice-of-life attitude that I found myself pleasantly surprised to be enjoying. 

Great work!

I'm surprised a UE4 game made it into the jam, that's very impressive on its own! I did have some issues with jumping, but the visuals and level design were pretty good for such a quick jam - especially for a full 3D game. Congrats on making it through!

Thank you for playing! I'm glad you enjoyed it!

Thank you for playing! Some parts (mechanical and narrative) could definitely use some more polish, so we really appreciate your feedback!

This is a really impressive project! The customization really caught me off guard - and I love the detail of the map panning around to different events! I thought the ability to click keywords to get more detailed, in-text descriptions as part of the narrative (as opposed to pop-ups) was a really great innovation that I honestly haven't seen anywhere else before. It means those who want to quickly ride through, and those who want to take their time and absorb the details can both enjoy the same passages in the way that they like.

On top of that, I really like how the different choices really result in their own responses. It feels very kinetic, and even though it's probably linear overall, I still feel like I've made actual choices, and characters have different responses to them. In fact, I'd even suggest removing the "Tell me a story" option or limiting it to two stories, just to make it feel more kinetic, and perhaps encourage further playthroughs. So far before that, the choices had actually gotten me to roleplay a bit and take time to imagine what my character would want before picking a choice, so being able to hear all three stories (strangely enough) actually removed that layer of meaningful choices for a moment. Also I couldn't figure out any of the puzzles XD. It might just be me, but it feels like there was some information missing (like how many shifts / jobs were available in total, etc). Btw, was there supposed to be audio?

Overall, I really loved it. Really reminded me of the Warriors series I read when I was little. I found myself suddenly getting flashbacks of Bluestar, Tigerclaw, and Scourge haha.

Thank you for playing! I'm glad you enjoyed it :D

Heya! The hint I'll give was that you may have had the right *place* to put down the object, but perhaps not the right *time* ;)

I was already holding a big grin, but the moment when Bob was introduced made me finally laugh. It was sort of the straw on the camel's back at that point, and I couldn't hold it back anymore XD

The writing, art, music, and overall direction for this game is just fantastic. It had me laugh out loud - like actually laughing - several times, which is more than I can say for most comedies I've seen lately. The characters came together so well - their design, dialogue, stories - I can tell the team was really enjoying themselves for this one. It even dares to go a bit meta, but is nuanced (and silly) enough to make it work. Love it!

This is a very well put-together game. The low-bit visuals matched the music and sound effects really well. And I think this game really followed the theme in a surprising way! Despite how short this game is, it actually made me feel something haha. If I could give one piece of feedback, it would be to scramble the order of choices a bit more, since it felt like 1 was always the right answer. Great job to this whole team!

I was surprised to see a Visual Novel had made it into the jam - but the presentation is all around very impressive, from the writing to little visual animations. Plus distinct but not overdone character designs, captivating music and SFX, the bits of lore for each drink, and the extra touches to interaction (like physically shaking the drink)... 

I wouldn't be surprised if this was made by a very experienced team. Not many games can have me totally absorbed, let alone one made in 48 hours. I hope this expands into something even larger.

I was surprised to see a Visual Novel had made it into the jam - but the presentation is all around very impressive, from the writing to little visual animations. Plus distinct but not overdone character designs, captivating music and SFX, the bits of lore for each drink, and the extra touches to interaction (like physically shaking the drink)... 

I wouldn't be surprised if this was made by a very experienced team. Not many games can have me totally absorbed, let alone one made in 48 hours. I hope this expands into something even larger.

I really like the idea of turning key bindings into a puzzle of it's own! That's really creative. 

You're absolutely right. I watched the video tutorial but somehow didn't think to dig deeper into the documentation. I did have another script that used arguments and seemed to work with GMLive perfectly - but that script didn't take any instance IDs as arguments. 

Thank you for taking the time to answer, and sorry for making such a long post for such a silly mistake. 

Okay, after a lot of debugging, I seem to have figured out the issue: GMLive doesn't seem to support getting variables from stored instance IDs.

In the script that was breaking, one argument was "_instance", a private variable that would hold an instance's ID. So an object might call this script with info_set_value(instanceID,arg1,arg2). 

Inside the script, there were a number of lines that would grab local variables from the instance whose ID was stored in _instance. So, for example, it would say:
var _name =;
var_ color = _instance.color;

However, GMLive didn't seem to realize "_instance" was an instance ID.

When I switched _instance to simply be the object's built-in "id" variable, it suddenly stopped throwing errors. For example:
var _name =;
var _color = id.color;

Again, the script worked perfectly when GMLive was removed, so there were no issues with the actual "_instance" variable until GMLive was added. I even tried replacing "_instance" with an object_index an it also worked:
var _name =;
var _color = oEnemy.color;

So it seems GMLive just can't handle stored instance IDs - if I'm correct. The way my project is set up, this is something really important to me, because many if not most of my scripts rely on supplying instance IDs to work as private variables for their functions.

Actually, I placed it directly in the Step event and the same issue either. So the nest doesn't have anything to do with it. The second 

[live][6/4/2021 6:53:36 PM] Ready!
[live][6/4/2021 6:53:36 PM] Reloaded info_set_value.
[live][6/4/2021 6:53:36 PM] Reloaded oPlayer:Create_0.
[live][6/4/2021 6:53:36 PM] Reloaded oEnemy:Create_0.
[live][6/4/2021 6:53:36 PM] Reloaded obj_gmlive:Draw_0.

appears in the Output window, the script simply fails to work. 

It's worth noting that the the script (info_set_value) seems to work except when it's nested inside a lot of scripts. The script works in several object Create events, but it doesn't work inside a nest of per-Step functions.  

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I sometimes get this error when putting "if (live_call()) return live_result;" in certain scripts. I have no idea why it happens, since the scripts run completely normally until I add that line to them. Then they don't run at all and just return undefined.

In this example, info_set_value is the only script using GMLive. None of the functions that call it have any GMLive functions in them. The moment I remove GMLive, everything works perfectly. It seems to trigger this error for no reason. 

I've also tried replacing info_set_value with other scripts, and they all work fine until I add GMLive to them. GMLive throws up an error and the script returns undefined instead of running. 

Everything is otherwise set up normally. Live script reloading works, and I can use it in certain scripts, but not others.

I've been loving this asset pack. Do you have a door sprite that would fit on these houses (such as the top right house in the first image). That half-door is the closest to an actual door sprite I've found, and the rest are various open door sprites. 

Okay, that's very comforting to know. Thank you!

Hello! I have some quick questions:

Are these characters all different from the Character Sprites pack?
Do they have all 4-way idle and walk frames?

I'd like to use this sprites pack, but I'm not sure how versatile these characters are yet.