Hi skd, thanks for playing my game.
This game was envisioned as a touchscreen/mouse-based game, hence the simple mouse controls. I'll see if I can add some keyboard controls for moving the camera.
Recent community posts
Hi skd, thanks for playing my game.
Quite a few people reported that bug with the Web version. It was an itch.io-specific bug where the game didn't initialize the game's save data properly the very first time the game was run. It could be circumvented by simply reloading the page, but I patched it so that it shouldn't happen now.
Thanks for playing!
Someone else also reported that bug. It was an itch.io-specific bug where the game didn't initialize the game's save data properly the very first time the game was run. It could be circumvented by simply reloading the page, but I patched it so that it shouldn't happen now.
OK, so I found the problem. It was a bug specific to the itch.io production build where the game didn't initialize the game's save data properly the very first time the game was run. It could be circumvented by simply reloading the page, but I patched it so that it shouldn't happen now.
Which version were you playing (Windows/Mac/Linux/Web)? The game goes to a new "round" every minute (indicated by the countdown timer that appears on most screens). At the start of each round, 0 to 3 new pieces of broken pixel art are generated, but if the store is empty, then at least 1 should be generated.
Sorry that it wasn't clear how to sell pixel art. It was a challenge trying to cram all that information into such a small space.
There's a button on the Main screen that allows you to sell completed restorations, as shown below:
Great game! I like the graphics and sounds. One feature I would like to see is to give the player a way to advance the next column of fish manually. At the lower levels, I felt there was a bit too much downtime when I had no more moves and was waiting for more fish to appear.
It looks like macOS is flagging downloaded files from itch.io as "quarantined" as a security measure, which is preventing the game from running. There are two solutions I can currently think of right now:
1) Navigate to directory in the Terminal and run this command:
xattr -d com.apple.quarantine BunnyDash.app
then try running the game again.
2) Download and run the game via the itch.io app.
I'll be looking into fixing it.
- Go to the root directory of your repo on Github and click "Create new file".
- Name the new file "LICENSE". If done correctly, a button labelled "Choose a license template" should appear. Click on it.
- Read over the different license templates and pick the one you want to use and then click "Review and Submit".
- Commit the new LICENSE file to your repo.
- There is an echo effect (FMODGMS_EFFECT_ECHO) you can add to channels to get a delay effect.
- Multiple effects can be added and chained together for any given channel using FMODGMS_Chan_Add_Effect.
- Effect parameters can by set with FMODGMS_Effect_Set_Parameter. I still need to write up the documentation on what effects have which parameters.
I don't have a tutorial written up yet (it's on my to-do list), but you can try poking around the source code for the demo program:
GM:S 1.4: https://github.com/mstop4/FMODGMS/tree/master/src/gms/FMODGMS%20Test.gmx
GMS 2: https://github.com/mstop4/FMODGMS/tree/master/src/gms2/FMODGMS%20Test
The graphics and music are both great and the gameplay is solid!
I feel the windup for the charge attack is a bit too long sometimes. Maybe you can vary the length of windup depending on the charge level. Adding windup animations will help immensely for visual feedback; it reassures the player that their inputs are being acknowledged.
Overall, I think this is one of the better games I've played in this jam.
I was following the development of this game on Facebook and I have to say your light and shadow engine looks really good. I'm doing something similar and I know how difficult it can get. I had some issues with using an Xbox 360 controller where the my character would be moving even without input. I'm guessing it was an issue with the stick's deadzones. Otherwise, great job on your game!
The game is much more moodier than I expected going in. Despite the simplicity, the music and the rain really give that "one guy against insurmountable odds" feel to the game. As others have pointed out, navigating around fences was a bit tedious; perhaps you can add a map feature to make navigating the town a bit easier. I would also to see a bit more variety in the encounters with the criminals. Maybe you can have more than one input during the fights.
I like the whole Warioware-style gameplay. My only concern about the game, which you have addressed, is at higher speeds the randomness of some the games has a huge effect on their difficulty. Hopefully, you can find a way to balance it and maybe add more microgames. :)
Hi, it's me again. I tried running the game on another computer and I got the audio to work. As I said before, the graphics are cute and nicely-coloured and the gameplay is great; and the audio really compliments it well.
@Rohbert Thanks for the comment. I encountered the slope glitch early in development, but since it wasn't game-breaking I left it alone to focus on other parts of the game (mainly the dual worlds mechanic). I've managed to fix the slope glitch; turns out it was something really dumb and minor that caused it.
The game was surprisingly expansive. It reminds me of various Zelda and Zelda-like games: Link's Awakening, Minish Cap, Secret of Mana, and Soul Blazer. The animations and colours are really well done.
I'm having trouble getting the audio; the game isn't playing any sound. I already had OpenAL installed, or that's what the installer claims. The graphics are cute and nicely-coloured though and the gameplay is great.
I would like to give the game a rating, but I want to try and fix the audio problem first.
If I remember correctly, the levels are procedurally generated, correct? The game has an interesting way of randomly placing keys and locks without making the level impossible, something I haven't been able to figure out. I think the visuals do their job well even those they are 8x8 sprites. One recommendation I have is to give the player more than one life. It is a bit frustrating to see all your progress erased just from making one mistake, even if it's just a small one.
Also, I think I somehow broke the block counter :P