Thank you, I'll try!
Seb Heinrich
Creator of
Recent community posts
Wow, thank you for your detailed feedback, you really found every detail I thought about while designing the game!
Thank you so much for mentioning the sound settings, I had to drastically cut the scope during the jam because there were at least four days where I wasn't able to work on the project. And on another day I was exhausted from coding an drew the frog 😅. And the last thing I decided to implement was the sound menu instead of character animations for example because I thought "nobody will NOT play the game because of missing animations but missing sound settings can be really annoying".
The grid-based movement was a simplification I decided for the gamejam to really focus on the rope mechanic. It makes it a little bit more puzzle like I think. I really have to carefully decide if I keep it or not for future versions.Thanks for sharing your thoughts on improving the game loop. For the gamejam version I ditched inventory upgrades to stay consistent with the "ten" theme. But I really would like to try making the player decide when they want to travel back to the surface. I think theres a good possibility for a risk/reward mechanic.
The blocks losing their visible cracks is actually a workaround because of a bug. The bug was cracks staying visible after destroying the block. As an easy fix I made it so, when a block is destroyed, all cracks that are present are destroyed, too. At one point I encountered performance issues in the windows version that I couldn't track down immidiatly. Since I used GameMaker objects for the cracks (something you should never do outside of a gamejam bc of the huge overhead) that was a possible reason for the slowdowns that the workaround took also care of
The cracks being visible in darkness wasn't directly intentional but I liked some things staying visible for more orientation so I left it that way. The music pausing in the upgrade screen is also not intentional but a result of the shop using the same pausing system as the actual pause menu.
The fact that you basically just have to balance all three upgrades is a very interesting point. Also that it was possible to get softlocked, I didn't think that was possible. In a future version I really would like try to make different character builds possible.
I implemented the timer because I wanted a more arcady type of game for a gamejam. Now I think the timer isn't really neccessary to make the game loop work.
I am sorry I wasn't able to implement an "end screen" after collecting the heart of the swamp. That would have been the very next thing if I hadn't been running out of time. I now added a note to the description of the game. At the bottom of the level I added a ore formation that forms a "10" as an easteregg for those who dig to ground, but that's a bit hard to see ingame.
Thank you.
Thank you so much! Just please note that the current gamejam version has no definitive "win state" or win screen. Consider the game won when you collect the "Heart Of The Swamp" (the single blue diamond inside the heart shaped block formation the signs are pointing at) or, if you want the extra challenge, find what's on the very bottom of the level.
Insanely polished game. I have no idea how you put this together in time with pathfinding, enemy ai and all. Shoot mechanic is really fun. It found it quite challenging, the enemy archers even hit me from off screen sometimes and I gave up on the 3 hp slimes. It would be a nice addition if you could pick up the enemie's arrows.
Now I found your channel/vod, thanks for streaming and your feedback, it was really fun watching you dig down all the way to the bottom! Sorry the game didn't get a "real" ending but you found the easteregg at the bottom, the ores there form another "10". Like someone in your chat said, I didn't expect anyone getting down there!
Wow, now this is a great entry! Great visuals, very good sounddesign and fitting music, great theme integration. Really liked how you did the character secondary animations, made everything so dynamic! Very cool that you can swap all your guests and keep the ones you like, haha! Only thing is found it a bit too easy, I stopped after reaching 100,000 points. But since you even have an online leaderboard, maybe I have to try again because someone had moore points :)
Nice, didn't expect that nice guitar riff soundtrack, instantly doom vibes! The teleport is a really cool mechanic but I wasn't fast enough to dodge the black spririts. On keyboards with a QWERTZ layout like the german one I am using X and Z are not next to each other, I recommend using other keys or adding alternativ keys for every action.
That is a great concept! I would love to hear your thoughts on our game "TEN MORE ORE!":
https://oldbomb.itch.io/tenmoreore
Great, polished prototype, love the overall style and the cover artwork, also so writing. Possible improvements: Placing items/deco and understanding where placing is possible and how the "collision box" works is difficult and not very intuitive. I am not sure if I have to place deko in the same room as items to affect them and I don't see a way to validate my assumptions. I assume "renovation" affects only items in that room, but deko affact everything?
Thank you very much, this helped me a lot.
Yes you are right, I wanted Button with a sprite and text, I didn't think about scribbles inline sprites, that was exactly the hint I needed. Now it looks like I wanted it:
Now I can continiue prototyping before I begin to tackle the next UI challenges like scrolling and Tooltips.
I already took a look at your scrolling example you posted in the comments, I am excited to see if I can make a working scrollbar, too.
Thanks for your reply,
yes I was on gooey 2024.6 / Gamemaker 2024.6.1, just downloaded gooey for the first time the other day. I was trying out some other libraries before and gooey was the first one that (almost) worked without bugs on the first try and was the only one I could understand good enough to fix things myself. So thanks for making gooey :)
I tried gooey 2024.7 and now it works out of the box, thanks.
When I built my first UI a ran into some minor problems:
I made a panel, added a grid and added buttons +extra sprites on the left and UIText on the right column. When I try to make the text left-aligned it looks like this:
It places the text on the left side on the cell, but the text itself is centered.
So I wanted to change the _text_format of the UIText to "[fa_left][fa_middle]", but UIText has no _text_format property and no setTextFormat method. As a workaround I can set it back to UI_RELATIVE_TO.MIDDLE_CENTER, or is there another possibility/approach I don't see?
So my current wishes for gooeys future are:
- "setTextFormat" method for every element that has text
- extra "secondary" sprite for buttons (for icons instead of text on buttons independend of the button sprite itself)
- "setScaleMouseover", "setScaleClick"... for buttons
[EDIT] - window_set_cursor does not work reliable, so for now an option to disable it would be nice found the configurations
- The YT video is great but a example project would be great for starting out
Of course I can try to implement it myself, but that would only make sense if I would use your repo and I am not very experienced with GIT...















