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Rui Rosário

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A member registered Jan 09, 2020 · View creator page →

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Pelo menos para mim nao deve ser o premio de certeza, mas obrigado pela informacao, assim ja e provavel que participe ahah

Boas,

Eu sou um portugues a viver na Alemanha (portanto, nenhuma ligacao com Brasil). Dado que os premios referem um valor monetario em reais e um estagio eu gostaria de saber se so pessoas a morar no Brasil podem entrar ou se qualquer pessoa pode entrar (mesmo que nao seja eligivel para o premio)?

Abraco, Rui

(escrevi este post num teclado US, dai a falta de acentos…)

Thank you for the feedback @Knight2fox! I’ll add player health to the list of game elements that I need to consider adding!

Didn’t finish the game, so I might have missed something. Overall it seems like a very nice concept, really liked the color shifting mechanics. I just think it needs a bit of work when it comes to collisions and such, as it is very likely to get semi-stuck inside platforms. I also found that dying lead to the background music playing concurrently, which made it very annoying to listen to.

Very nice game! Interesting puzzles and game elements, especially liked the dual versions of the maps. Palette swapping is also nice, I just personally find most palettes to be quite difficult to look at, but that might be because I prefer darker colors in general. Really enjoyed the finishing touch as well, kudos!

However there are a few minor points: the laser key was quite confusing at first since I though it was the up arrow key, maybe consider making the image of the key wider to hint that it is in fact the shift key. I also didn’t find it very intuitive that the laser goes through walls, but it is made apparent with one of the puzzles so overall it works nicely. I did find a bug in the last puzzle though: if the piece that fills up the upper right corner of a square is immediately next to the target then the laser doesn’t seem to be reflected correctly, it needs to be at least one square apart for it to be picked up.

Hope you develop the game further and create a version with more puzzles and game elements!

First things first, I would highly suggest that for future game jams you use the ZIP export option from GameMaker, not only is it supported by default on Windows (didn’t even know RAR archives were still used) but it also doesn’t require any installation, which is a major deterrent for trying out the game. If you don’t want to use the ZIP archive then use the single executable export (I think all GM Studio versions support it).

Now onto the game itself. Really liked the graphics and the simplicity of the game. The instructions were also very nicely done. Unfortunately the music was quickly repetitive and the jumping sound effect didn’t really blend in the game very well. Other than that I think the game provides a nice base for a more complete future version. One small thing I’d change would be that the enemies die if they fall on the spikes (as I pushed a slime onto the spikes but couldn’t really kill it afterwards, so it just kept sending projectiles).

Played around a bit, although I didn’t manage to finish it. Graphics are pretty sweet and the simplistic menu animations work nicely. Burst out laughing when I hit the gong for the first time, well done ahaha I think the controls are quite unique and definitely something that should be explored further, however I also found them to be quite quirky. Turning the boat right seemed unnecessarily difficult and I would perhaps suggest for a split of the drum in half (with the left half turning the boat left and the equivalent for the right) instead of the triple split currently in place.

Concerning the first race, I have a couple things that I didn’t find very appealing: the first one being that burning my opponent made me lose the race (why though, if attacking is valid?) and the second one being that approaching the finish line from the right didn’t seem to trigger the end of the race, I had to retry the race and approach the finish line from the left (is this intended or a bug?). In the second race I could kill enemies, which was nicer, but due to the difficulty in the controls I couldn’t really navigate the boat well enough to finish it.

Either way, this seems like a game that can be expanded upon, so I’d like to see future versions of it, if you decide to continue developing it.

Nice concept you have there! Kudos for employing all three themes at the same time. I think the game has a really nice concept, pointing out especially the mechanics for shifting the middle beam around in position. And I personally find it a big plus that it caters for multiple local players, although I couldn’t try it out with anyone else as I live alone (so I just acted as both players at the same time - which makes the co-op mode a very interesting spin on the single-player mode).

In terms of potential improvements, I find that the font for the instructions is quite hard to read and gave me a very hard time until I managed to understand it. Also, it doesn’t seem to mention how Player 2 controls the dragon (although I later found out by trial and error). I also couldn’t find any way to get back into the main screen, which I found slightly annoying, along with the music which is nice initially but after a bit it becomes too much. Other than that, I just think there should be some form of scoring in the game (based on survival time?) and a better balancing overall, as the the random nature of the obstacles makes the game extremely difficult, making you die within a few seconds of starting (unless you control each dragon individually, but then you have other difficulties).

Overall I think the game has a lot of potential as a fun little game, with a bit more polish.

Thanks @llamaking! Improved instructions will definitely be featured in future versions, this was just the bare minimum implementation to allow players to know the controls.

Thanks @SiemBerhane! Yeah, I probably should have added a bit more explanation of what happens in-game ahah

Thank you for your detailed comment @GuilleGonzalez! Glad you enjoyed the graphics, they’re not really my strong suit ahah I decided not to explain the projectile mechanics in the game in order to let the player discover them by themselves and find the connection to the typical Rock, Paper, Scissors concept, although I can see why it might be confusing at first. Unfortunately I did not have time to try to whip up some audio, so it wasn’t a technical failure on your end. I’ll definitely expand upon this concept as my next project.

Thank you for your comment @stir! Glad to see I even inspired a new naming scheme ahah Yeah, sounds are definitely in the list of features to improve upon in future versions :)

Thanks! I will definitely expand on this concept so expect a full-blown game some time in the future :) And yes, it will have bigger/more easily identifiable graphics

Thank you for your comment! Glad you enjoyed it :) Yeah, it was just a simple submission to test out a different game engine, but I will be expanding on the concept so expect a more full-fledged game to show up in the future.

No it does not! Unless I created a bug that is ahah Glad you enjoyed it!

Thank you for your comment @trust_me! :D Yes, the game definitely needs more bang but I was giving a go at a different game engine for these game jams so I ended up losing a bunch of time just tracking down documentation on how to do some of the more simpler tasks. For the projectiles, I wanted to keep the resolution fairly small so making them bigger would be hard for the player to dodge (also, I’m not a very good artist so there’s that challenge). Glad you liked the concept!

Hey Joshua, thanks for playing!

It’s weird that the controller support didn’t work, but then again this was my first try with adding it so I might have messed something up - it worked for me by using my xbox one controller directly with Windows (but don’t bother trying with the controller, movement would still be far too difficult).

Regarding the restart of the game - it starts from the beginning again since it is intended to be a timed-run sort of game where the time is global across all levels. So the time limit you see is not just for the particular level you’re playing but for you to manage to end all levels within it (plus the bonuses you get from dying / clearing a level).

Regarding your pet peeve, I completely understand (and somewhat relate to) it but, as you’ve noticed, without it the game would become impossible ahah

Anyway, I appreciate your feedback and like that you at least enjoyed the concept!

Cheers, Rui Rosário