Thanks! - VM is just one of the desktop build options for GameMaker Studio 2; it's not too reliant on GameMaker's features, so the code should hopefully be pretty translatable.
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thanks so much for the kind words, it really helps keep me motivated!
losing palfly happens during the biolabs boss fight, although i don't think i telegraphed it too well
i wasn't expecting any interest in the ost, but i'd happily put it up for download
i wish you luck with your own projects, your style is right up my alley!
Thanks so much for playing! ;)
Environmental Station Alpha has been on my radar for a while but I haven't gotten around to playing it yet.
Sadly there pretty much aren't any secrets. I had some extra items in the game to be used for secrets but I was in such a rush to get the rooms done in time before the deadline that I just didn't have time to add any. (You can tell it's super rushed around the end as most of the rooms are just funnels that push you to the next location :S )
I have some plans for an extra location to visit, to wrap things up after the credits, that I'd love to add if I can find enough time for it.
Thanks for the feedback. :)
Thanks for playing, I'm glad you enjoyed it.
I think fading in some cool bladerunner synth while you're walking around the streets would be a sweet addition if I find time to do an update.
I believe the bounty hunter spawning was based on how high your bounty was, which increases when you kill bounty hunters.
Thanks for the feedback. ;)
Thanks for sticking with the game through to the end, I'm glad you enjoyed it
I have plans for some new gameplay and areas for after the gbjam credits that should wrap the ending up properly, if I have spare time for it.
I really appreciate the feedback. ;)
I'm glad you enjoyed it! Thanks so much for playing.
You actually get one more chance with a shorter time limit if you let the timer run out; if you fail again the game goes to a black screen saying 'You blew it' and then boots you back to the title screen, which is pretty cruel now that I think about it.
This game looks and sounds super nice! The stereo effect with the ghost was a very cool touch.
I found the player very sluggish; which made dodging the ghost, especially when standing on a small platform or rocket, practically impossible most of the time.
I found that I couldn't move and the UI was missing once I got to a certain level; I thought it had bugged and played through it again but the same thing occured the second time.
A cute little game. :)
yup that seems to be the only strat. I think the difficulty is just a result of spending the time figuring out what to do/where to go.
I think this is kinda lame though and I'm gonna be pushing towards having more varied ways to win in future updates. Thanks for the response, dude! Feel free to let me know if you have any opinions on any changes/additions you'd like to see.
Really cool video! It was cool to hear how excited you sounded when you gained enough money to win. ;)
I think you're right about doing it without gun upgrades, it seems like the best strat is just to buy a bunch of hp and bullet sponge your way through the robberies. :P
Yeah you're probably right there, pal. I'm planning on bringing out a post-jam update shortly that should hopefully make it a little easier, balancing the cash and ai a little and having enemies drop ammo, etc... Thanks for the response!
The D button actually opens the dungeon editor.
In my rush to get the game uploaded for the Ludum Dare in time I forgot to remove my editors, you can even press the M button to open the map editor. :S
Sorry about the difficulty; I wanted to implement some kind of difficulty curve to the dungeons but, due to the time limit and inexperience with creating randomly-generated games, I didn't manage to ge that done in time. Something I'd definitely keep in mind incase I make a post-jam version.
Thanks for playing our game!
You think thats crazy? Try pressing D
I accidentally left my editors in the game :S
Maybe I could allow people to make their own dungeons to share in a post jam version idk would that be fun?
A big update is definitely in process! I've been struggling for time to work on Little Lands, but I'm definitely chipping away at it slowly;
I appreciate the interest in the game and I really hope my update feels worth the super long wait.
You can check out my twitter @robinorwhatever for any updates/info about it, although I don't tweet nearly as much as I should.
And I would definitely love to do a mobile port. I'm not sure when I'd be able to do it, but I do think its a fun idea.
Thanks for baring with me. :)
I had a great time reading your piece about it; I can't express how flattered I feel that people would write about the game. Thank you.
I don't want to accidentally mention a ton of stuff that'd never make it into the retail version, but in terms of a few things that'd most likely make it into the game, that I can think of:
- Designing cute little towns has always been a big thing for me, so I'm definitely planning on having plenty of cosmetic stuff for you to play with, I'm also going to make sure the mechanics incourage it.
- The ability to create transport/scout spaceboats to discover and travel to other surviving villages to trade, ancient ruins of the destroyed earth, pirate-controlled islands, etc...
- Ground-based combat.
- Terrain height. For example: building on hills would be benificial, as it'd take longer for enemy footsoldiers to walk up slopes, giving you more time to attack them.
- An in-depth storyline, with characters and bossfights, etc...
Hopefully we don't mess it up big time. :)
I'm so happy to see someone use Little Lands to create their own little cute cities.
Creating my own little towns has always been my favourite thing in games like this, but sadly, as you've experienced, the game isn't very city design-friendly.
We're about to start working on the full retail version of Little Lands, since we've got so many complex ideas that we can't wait to get into.
The ability to design cute little towns; with gameplay benifits to doing so, in order to encourage it, is something I definitely want to spend a lot of time carefully implementing.
I love your use of the walls, you're the first person I've seen use them how I intended. :)
I haven't got access to a mac as of now, but I just thought I'd let you know that I'd be very happy to get a Mac version out as soon as I am able. Hopefully sometime soon.
I've seen a good few people mention the lack of a mac port, its been bothering the back of my mind pretty badly.
I really appreciate your patience. :)
( Sorry for the late response, I'm not very good at handling anything relative to talking to people or public stuff. :\ )
Turns out my brain just doesn't work properly and the difficulty multiplier was turbo-broken the whole time.
I'm rolling out an update ASAP to fix this, alongside a couple of tweaks.
Thank you very much for the input! I appreciate the idea of people wanting to share and compare their scores with the difficulty multipliers, I'd definitely love to see if I can do anything in the future to make it a bit more convenient.
I initially worried about the difficulty of the game, but I think I accidentally made it way too easy in doing so. I'm hoping to get new pirate variety, etc... To give the game more flavour and difficulty.