Sounds great, will do :D
SubLuminary
Creator of
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Awesome job with this game! I'd appreciate it if you checked out my game as well. A bit of feedback in case you'd like to continue improving this game, the UI is a bit too big for my tastes, I'd probably recommend making it a bit smaller because right now it feels like the center of the screen is like a small window surrounded by a wall of partially transparent grey.
Hi there! This year, I competed at nationals in Anaheim for FBLA and was wondering if you could check out the game I made and tell me what you think about it. I ended up not making it to finals, but I'm honestly happy about that because it felt like this year's topic was really bad, and I'll have a better chance of making a game which I would genuinely be proud of next year. For context the topic this year made you have ethical challenges in your game and that's pretty hard to do with making it a full blown story game. Anyways, I'd really appreciate your feedback if you have some time, the game is called "To Agree or Disagree" and I have it as a browser game on my profile.
Thank you so much for playing! I'll be sure to fix all this stuff in the next update. The problem of needing three hands to control the game fully is the biggest problem, I'm going to fix it by designing the game to only need two of the three actions at once. The three being shooting, solving math problems, and moving. Thanks again for the feedback :D
Ok, this has some pretty interesting movement. I think it would be cool if spinning on the ground allowed you to ice skate on the ground, kind of like how Super Mario Galaxy will enable you to, but this would come at the price of vertical mobility. Maybe you could use this for some tight platforming. The camera is pretty sensitive, but, if you give the player the ability to change its sensitivity, then you'd be fine. I've noticed that for some reason, the camera snaps around sometimes, and I'm not sure why. Whenever I climbed to the top between the two pillars, I noticed that your player doesn't wall jump very far, so it's pretty challenging to get to the top. That's all the feedback I can give for the prototype, but I'm sure it'll become an awesome game :D
I'll try again and finish this comment once I do... Ok, I lasted up until wave 3, and yeah, your interface works, I'm just used to the interface from Minecraft, and this is a bit different. It's pretty fun, but here are some things you could do to improve the game. Try randomizing the sounds a bit more, I use Godot just like you and I noticed that you randomize the pitch of many of the sound effects within your game, which is a great start, but consider adding a couple more to things like weapons so that there will be an even greater variety of sounds within your game. Maybe it is just because I am new to your game, but I had a tough time dodging all the projectiles and enemies. It's good for a game to be difficult, but make sure that it is still fair, since you don't seem to be designing a rage game =). Some of the upgrades do not feel very impactful, like the ones that increase the fire rate of your guns, but only by 1%. Maybe consider upping some of the stat increases.
That's all for now, but I'll keep testing out your game as updates roll out. I know the feeling of not getting much feedback, so I'll make sure to give you plenty.
Do you have a cool idea for a gun you want to see in this game? Post it here and I'll select some of them to be added to the game. Please note that even though these are guns, I don't want this game to be any more violent than Enter The Gungeon, so stuff that involves blood or crazy things like that will not be added.
Hey, my friend, how have you been? It's crazy to think that we made it this September of last year; it feels like just a few weeks ago to me! I'm definitely glad this is how I got started with Game Development. I have improved a lot since we made this game, in pixel art and also programming, but I don't think I would have gotten this far without what I learned from making this game.
Hey, I know that getting these results was probably discouraging, but I think it would still be a good idea to try to finish what you set out to accomplish. Finishing projects is what makes us better game developers, If we abandon our projects, we won't get nearly as much experience as if we saw things through to the end.
Sure :)
https://docs.google.com/presentation/d/1DXoIW-7VeSEZiNsr6F0MMuWTiU6POnx_W0dP5-ew...
You'll need to request access because my school has some weird restrictions on sharing.
First, 29 slides are way too long for a FBLA presentation, even if you were not going to use all of the slides. Make sure to be as minimalistic as possible, I only had 4 slides for my slideshow. Some obvious things to cut out would be your table of contents slide and all of your index slides, you shouldn't need to click in your slideshow for you to progress through it. Make the background nice and simple, black or dark grey with white text is very good. Ideally, you would be showing off your game directly, and not just through a video. Consider using a more readable font, and also make your font choice consistent. Ensure you are not using your slideshow as just something to read off of; it should have as little text as possible while still reinforcing what you are saying. If you can, make your presentation flow with the rubric; this will give you a lot of points you wouldn't have otherwise! In the future, plan around not having your team member(s) with you; if you are prepared to present without them, you'll be even better with them.
I hope none of that comes across as mean, I just want you to be able to improve as much as possible for next year :).
Hey there! I decided to give your most recent build a shot and it is clear you have put in a lot of work so far :). Here is some constructive criticism, try using some different background music, if you need music which will still fit the theme of ethical challenges you could check out some of the music here:
https://incompetech.com/music/royalty-free/music.html
I would highly recommend changing the way your player shoots as right now it feels very stiff. I am currently making a top-down shooter myself so if you need a hand with that kind of thing let me know. I can not tell what engine you use but if it is Godot here is a great top-down shooter tutorial:
Your game would feel a lot better if your character looked/shot towards the players cursor. 30 levels is just too long for presentation purposes so make sure that you have something figured out for that. Hope this helps :]Thanks for playing! Yeah, I had no idea what I was doing at the time so just made the integer input go to a text box, luckily I found a work around that makes it so that players don't have to worry about having to click on a text box. Also, the Toad meme I had for the start up is what got me disqualified from the Pirate Software Game Jam XD. (I didn't have the legal right to use Toad)
I have considered having the player pick up numbers, or maybe even making it so that you have to hit targets which have numbers connected to them, but I feel like things like that are done too much. I had also considered making the game more RPG like and having a turn based battle system, but another game does that, it's called Prodigy, and a part of the reason I am making this game is to fix the flaws in its design. In prodigy, because players have an infinite amount of time to do a math problem, most of them just cheat and look up the answers instead of putting in the effort to solve it. I want my game to have players not wanting to have to go and cheat to find the answers but rather for them to just do it with a pen or paper, or better yet, do it in their head. I also want the game to eventually be compatible with flashcards so I have to design partially around that too.
Thanks a ton for playing! Yeah, this version of the game has some issues with text input, some of which I have now solved and others which I am still working out, but in this version really drag the whole game down. I have already been trying to find ways to make the math and the combat a bit more separate, but still very connected. I am working on a system that will let players have more control over how much time they get to solve problems, while still rewarding players who are already fast and accurate. UX is my first priority because I think that most edutainment games fail to be both entertainment and educational, or in other words give the player a good experience while still teaching them things. It's definitely got a lot of room for growth but I am actually already starting to love what my game has grown into, I think you'd be surprised how much I was able to improve the game by just adding in some difficulty options and better controls, I'm actually trying to make it feel more like Ultrakill lol.
Thanks a ton for playing! I’m a bit disappointed it got disqualified as well, but that doesn’t change the fact that I learned a ton from all the feedback I’ve been getting! I really like your idea and I think I can probably implement it soon. I will definitely let you know when the full version is out :D
Gives a whole new meaning to rip and tear lol. It kind of reminds me of pizza tower where just causing damage is satisfying. Something I noticed was that is was a bit hard to get the powerups for some reason. Maybe instead of pressing a key to acquire them you could just make it so that you get it automatically whenever you touch it? Your team making all of the assets completely on your own is super awesome and is an ideal I hope that one day I will be able to achieve as well, I'm a solo dev without much experience in music so for all of my games so far I have used royalty free music, I really liked the music and the sfx! Very well done, I wish you and your team the best of luck in the future!
The music is hilarious! I really like the deck building mechanics for this, but it is really hard to view the cards sometimes which is definitely an issue since knowing what your cards do in a game like this is crucial. The art is good and really fits the overall game feel. I did usually feel like the cards you received between rounds were still important and it was also nice that you had more than one chance. An easy way to improve a game like this would be to remove game overs, the loss of time from losing a battle is punishment enough for the players, in my opinion at least. Obviously, if you were trying to design this game around having permadeath then punishing the players should definitely be done differently, but I think that the current system is a nice in between :). I really liked your game, you did an awesome job!
Throwing the ui around to attack enemies is fun, but it was hard to figure out how to attack at first. Maybe there's another way but all I've figured out so far is that you have to drop the ui on the enemies which isn't really as fun as swinging it around like nun chucks. I'm sure that programming a way to damage the enemies by flicking would be pretty tough though. The game is still good though!
The game is great, but I am having a pretty tough time with the fan section, ignoring that, I really like the movement and all of the celeste like mechanics, although it is definitely harder to play than celeste due you having to use the mouse to shoot. If you could shoot in some other way than I would definitely like this even more! As it is the way you submitted I think it is still a really solid entry so good job!
Thanks a ton for playing :D, for the first part of your response, I think it would be a great idea to have correct answers auto submit, kind of like in brain age, I'll work on that right away! Yeah the loading screen was a foolish decision. I was super tired when I made it, at the last minute too because I didn't want the loading screen to just be the Godot logo. I think it is really stupid now, I already have a way better loading screen designed, and yeah Nintendo might come and hunt me down too so that's a shame. I'm not too worried though, I don't think anyone would seriously take offense to it as I designed it like one of these memes:
It's just stupid and immature and I don't like it at all, but I do not think that it would be grounds for disqualification all things considered. In any case thank you for coming and playing my game, and I really do appreciate the feedback, brutal honesty is better than just letting something remain bad. ',:]