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Team Gormless

61
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A member registered Jul 01, 2015 · View creator page →

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Brilliant work. 

Controls could use a little slack, but after some practice it felt great.

Multiple levels that tell a little story really add a lot of life. 

Tiny Studios smashing it again. 

Absolutely. I woke up to many emails and alerts.

If you click on our profile (Teamgormless.itch.io) we have the web games Flerth and BlamDodge that can be played directly in the browser, if that's your kind of game.

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I'm sorry dude. This was made in Game Maker 5 ish years ago over 3 days as a jam. At that point there wasn't an option to deploy to Mac and, sadly, the project files cannot be opened any more. We didn't anticipate people actually playing it, I must admit!

Correction by Daisy: It was more like 7 days around work, a few hours a day. 

This is your most polished looking game yet, Sam. The mechanic is pretty solid and works well, the art style really adds to it. 

The cardinal direction of your aim does not match the isometric directions of the map, but that's really the only problem I have with it.

If you wanted to extend on this, you could throw your boombox in the direction your aiming for a bit of damage, and it means you have to fight your way through zombos to get it back, rather than backtracking ever so slightly to where you put it down.

All in all though, great work as always.

Thanks for covering us! 18 isn't a bad score!

Challenging but satisfying. Just some of the good points. I'm really impressed at some of the visual effects you've managed to squeeze out of a little pico-8 cart. Explosions, ship trails, all that looks great. The background parallax is a great way to feel the speed. Collisions are really good. The speed of the game is spot on. It all works well together.

Some little things that need some tweaking, at least in my opinion:

  • The screenshake is good screenshake, however it is a bit over top. Either the range between character bounces is too large, or the shake lasts too long, it is sometimes overpowering. I think some minor tweaking to the timing and range could fix this easily.
  • The sound effects for launching a rocket and dying are these short beeping noises. They really stand out against the great explosion and shooting sound effects.

Very challenging, but very enjoyable! The graphics are very cute and fit together perfectly. The skiing feels great, responds well. Really carving that snow!

The only small bit of feedback I have is having to go back to the frontpiece and click to try again, it's a slighty flow breaker. I'd rather just hit the down arrow to go back to the top of the mountain without going back to the menu. It's a very small issue but it would make it much more compulsive.

All in all this is a really fantastic little entry!

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best game 1/10

I appreciate how this feels like a game on the Spectrum or spectrum era hardware. I really enjoyed being able to roam around through tiny little environments. Once I realised I had a bit of a map in the top right I got the feeling there's more I could explore.

But I couldn't really enjoy shooting other cars. It took me a few minutes to realise I was actually being shot at.

I think it would be wiser to focus on either driving around or shooting other enemies. Some things to improve the driving a little bit are:

  • Faster turning: at the moment it's slightly slow and sluggish, it takes me a while to turn around and it doesn't feel very car-like.
  • Acceleration: currently, I press W and the car 'steps' forward instantly. What might make the car feel a bit more enjoyable is a build up of speed when I hold W and a slow down when I hold S.

All in all though, well done!

I felt that this was a lovely little idea. Very solid blend of movement and reaction. The floating controls feel really good to float around with, they have the right amount of ease-of-control / difficulty-to-master.  Feels good to drift perfectly into the right position in front of a console. Using the rest of the frame to convey info is really helpful, though it doesn't exactly stick to the 64 * 64 resolution role, I'm willing to give it a pass because it's so helpful.

Some constructive feedback. Using the Z, X, C and V keys for interacting with consoles works, but doesn't quite feel fluid enough. Consider WASD to interact, as they're much more firmiliar keys. Secondly, I found I had to fail a few times to get to grips with the locations of the stations. It might make that a bit easier if the level around the particular stations were colour coded to match, so that I can see, at a glance, that I'm heading in the right direction. Lastly, and this is a small, non-gameplay improvement, the rest of the frame could be a goofy, pug-filled arcade cabinet.

Great idea, well made, perfect little jam prototype. Well done!

This is a lovely little bit of procedural nerdiness. I like it a lot, it's difficult to judge as a game obviously. But the idea behind is really interesting. You should do a dev log with a rough outline as how to how it works, I'd love to try make my own.

I enjoyed a little walk around here. I think it's atmosphere has a lot of potential. I like the feel of it, how some of the backgrounds seem just-about-put-together. There's an honesty in that. Unfortunately I didn't get any dialogue from NPC characters, I just couldn't get them to talk to me. I'm not sure what key to press (the readme doesn't state) so I feel as though I missed out a bit there. However, having said that, the game as one whole experience is promising, I can see what you were aiming for and I can see how close you came to hitting it. There's a lot of honest effort in this, and for that I really, really like it. Well done!

I really enjoyed a walk around in this game. I think you've a good atmosphere here. I like the varied grass colours, the pillars, the swarming creatures above. I'm not sure how you did those but I like them. Are they a particle on a path?

What really stands out is the sound of the wind and the creatures swarming. I think it's foreboding and slightly overpowering (in a good way! don't change it!) It has a harsh kind of beauty to it, like as if it's not built for me especially but I am more than welcome to have a look around. I would periodically come back to this game to see added things.

A small addition which should be done next is the sound of footsteps, it's a small detail but would add alot. Especially if they sound of the footfall changes depending on the ground.

Keep working on this for a while. Just a little while! then take what you learned from this and build something new and better. Well done!

Coped my feedback from the game-page:

Really amusing little game! I really dig how the UI and such feed into the idea. I love how the intro is crash and the code in the the background is the GML that drives the game. I recognised the inputs! The comments in the code clue me in to parts of the game. I love that!

Some more useful feedback: Just two semi-major things.

1. The game mentions I should collect as many bugs as I can before the timer runs out, however I don't see a timer anywhere. So it feels as though the game just ends when it feels like it.

2. When I jump and collect a bug, and it splits, the two other parts are already so far below me that I can't catch up. Two things could fix this. Either, give me the ability to rocket back down to the floor, like a downsmash. Or, when the bugs split, the two new bugs should travel in an arc, 'popping' up into the air and away from me before falling downward again.

Having said that, I do love the aesthetic of this game! Really well done.

Really amusing little game! I really dig how the UI and such feed into the idea. I love how the intro is crash and the code in the the background is the GML that drives the game. I recognised the inputs! The comments in the code clue me in to parts of the game. I love that!

Some more useful feedback: Just two semi-major things.

1. The game mentions I should collect as many bugs as I can before the timer runs out, however I don't see a timer anywhere. So it feels as though the game just ends when it feels like it.

2. When I jump and collect a bug, and it splits, the two other parts are already so far below me that I can't catch up. Two things could fix this. Either, give me the ability to rocket back down to the floor, like a downsmash. Or, when the bugs split, the two new bugs should travel in an arc, 'popping' up into the air and away from me before falling downward again.

Having said that, I do love the aesthetic of this game! Really well done.

Very unique idea and the mechanic designed is a great way to communicate it. The immedaite feedback, that has been discussed there already, is that the timer is far too short. It's very difficult to read in so short amount of time. That said, it's a very solid idea and stands on it's own. Well done!

I have a bit of a soft spot for this game in it's incompleteness. I like where the game finishes up because the character can't progress (because the dev couldn't progress). It says a lot about the pressure of building a game over a weekend

The Aspect Ratio does well to frame the level, keeping it all in one screen but still giving it a good amount of space and size. But other than that it doesn't factor into the game as much as I'd like.

The pixel art is good on the whole. Some platforms, blend into the background until you collide with them. So there's some work to do with readability of the level at a glance.

Overall though, it is an honest attempt and shines in that honesty. A bit of an artefact.

I love the visualiser-style background. I could have that play in fullscreen on a secondary monitor and just be happy with playing in the corner of my eye while I work.

I think the player/enemy/bullet graphics would need to change however, as it they tend to blend in the background very easily, even with the clashing colours. Perhaps a semi transparent plane with a neutral colour between the background and the game plane would help.

The aspect ratio does create more of a small, high pressure space to play in. I would of liked to see some change in it as I play, or some mutation to that rule that adds some strategy or extra element to the game.

That background, though. Very nice!

I like how small the game is, form factor wise. The aspect ratio does a lot lock into the approx size for a forum sig or small toy on a website. The simplicity of how it fits the brief is very nice.

I would of liked to see a bit more visual flare, more celebration when you do win etc. The game play is nothing to complain about, it sets out to do what it does.

I had a bit of a giggle just playing around with the Beastie little guy, his art was nice and character full and just watching him plod along and following him was amusing enough. I think if there was a bit more interacting with him I'd be happy to play a bit more.

I think you should carry on this project some time, make a little sandbox to play with the beastie perhaps. There's more there to still learn from I think.

Thanks for uploading.

Jamie

Love the look of the EyeSky game! Very unique! Well done on that experiment.

Thanks for all the comments! Hopefully, soon, we're going to get the code cleaned up and commented (along with some other art bits) and package up the project file and stick it up for download so people can go through it and learn from it.

Controls feel really solid and tight. Animation is very nice also. Could use a bit more of a lick of paint though, more levels perhaps! But over all very solid collect em up.

I love this. I just love it.

Level design really made it shine, exploring it felt really good! Nice flow to it.

The music and art are really nice too, they really fit. Could of benefitted from having the camera scroll whole pixels though to overcome the smooth, subpixel movement (for authenticity).

Very nice work! Has a great mood, brilliant levels, tight aesthetic.

Facepuncher is making people laugh and we've learned so much from making it. We'd love to make a mobile version with some proper time and care if we got the chance,

Very nice little idea, implemented well! Good job! The indicator for what burger I need to build is very good and I love the simplicity of all of it.

Nice one.

Very interesting mix of puzzle, judgement and balancing. I really enjoyed this. I would play a full game of this with a more fleshed out battle mechanic.

I don't have much in the way of negative feedback.

This is a very nice game!

The amount of effort that went into into the art and aesthetic is really, really impressive. I agree with some of the comments below.

The camera is a bit too close to feel useful. The combat is also a bit clunky. When two wolves really chew me up, I dont feel any amount of skill could of helped. It's a bit hard to predict and doesn't feel like something i have much control over.

But still, it is lovely on the eyes. The sound is very nice and I really like the main character.

I dont quite feel the massive open world lands itself well to being rendered on a 64x64 rendertexture, as things in the distance tend to dissolve (making shooting at distant targets very difficult). The level itself lacks direction and I find myself looking around for a place to be. Shrinking it into a more focussed, smaller level would help both these issues.

A technical issue with firing, as when I fire the weapon the game locks up for a frame or two. This happens most when stood in the landing craft with the friendly troops. The weapon model is very nice however and the beach assault does feel like an overwhelming assault. The artillery model is also quite nice!

Well done!

A bit random but the PRESS START graphic actually says PRESS TART. Which is a giggle, but may be a mistake.

I also have a bit of an issue that stops me playing. Space is used to start the game, but it also scrolls the page down and therefore stops my input when I click on the game again.

Can't wait to actually get to play it though!

Very tight controls that require good amounts of skill to use effectively, but are still very simple. Really enjoyable! I also like how well it's balanced, I never really felt cheated, I always felt pressured by the water and the difficulty was just right. A very hard thing to achieve but this game nails it.

I'd liked to have seen a bit more of 'bonkers' aesthetic. A mouse going for cheese gets the point across and is universal, but my personal taste is more outlandish, different stuff. Still, what is in there is refined and gels together super well.

Well done!

Time for an aaaarrrrdventure!

Sound, visuals, adventures, all tight and suitable. Good job!

Easy to understand but I had difficulty finding an island I'd died on. I got to it on the map but it was no where to be seen. But otherwise very solid, engaging and the aesthetic is spot on.

Very simple to understand and easy to play. Has room to expand on that toolset. Nicely designed!

I like that it was basically in a 64 x 64 res port too, which worked well functionally and visually and didn't take anything away from the game play.

The difficulty curve was a bit easy for the most part, I didn't really feel that challenged even after 6 or so levels (maybe down to level generation?). Maybe some more hazards would of helped. For example flooding, toxic graves, explosive gas etc. The water drop animation clues me in to what might be a tile that floods my tunnel any way.

Really nice little game! Just needs a tiny bit more challenge to keep it interesting over a long period,

The music loop really suits and the backgrounds are really nice . The main character is suitably cute and the sound fx really fit them. The first level's platforms don't quite fit the scene. I expected a grassy flooring similar to the background and such rather than the checkered, sonic two like platforms. On the plus side they were easy to spot and didn't get lost.

Level design is good. I enjoy finding little secrets.

The jump floats. Consider the time the player takes to reach the top of a jump, how long they stay up there, and how long they take to descend. Ideally a nice curve with about a quarter of a second at the top. As you change the jump, the level design has to change. Consider designing levels in a grid. Get the platforming controls nailed before the level design.

Another point that has already been said: If I lose my ability to fight enemies when I get hit the level should still be obviously do-able without that power or the power should be recoverable.

Nicely done.