I like the concept. I like the day-by-day system (reminds me of persona or stardew valley) but I am going to be honest, I barely understood what was going on or what I should be doing. There was an arrow pointing to a location on the map but when I went there it had nothing for me to interact with so I ended up burning a day seeing if it was one of those where you just had to keep waiting for an event to spawn or something. I thought the battle spot was something that needed to be unlocked since the lock was there but to my surprise it was available. I didn't really get what I was supposed to be doing with the cards and the text was hard to read. That said I do think games like this that are akin to Morrowind in that you have little or no instructions are pretty neat even if they were never my thing. Congratulations on finishing, it was an interesting game!
ps. I might try this again later on with a fresh mind since, admittedly, I've been up since 3am and am a bit tired lol
LeonTheDeveloperShark
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The aesthetics are awesome! Liked the tight platforming controls, very much so reminded me of Super Meat Boy and had some nice QoL features. The only major criticism I have is resetting takes too long. Like, it's fast but still feels a bit too long (especially on the longer level where the song even resets. IMO you should just have the song keep rolling, speed up respawn a bit, maybe 1/4-to-1/3 of the total respawn time faster, and that should do the trick). Otherwise, yet another banger from the two-time, well done!
I got the same thing when using the "Extract All..." function built into Windows (11) but when unzipping with 7zip it had no issues. I haven't found many articles that are particularly helpful regarding this (they offered generally unhelpful advice such as "make sure Windows is up to date" and "your file is corrupted," which it's observably not since 7zip works and it doesn't). I have encountered other errors with these file types though stating "the path is too long" so it is possibly just that it doesn't support that particular format of encryption and we're receiving a catch-all error message.
Solution: It's not worth the energy, just use 7zip, its free: https://www.7-zip.org/
Simple but good. The art is really nice. There are a few notable issues I ran into on the browser version (the teapot is shakey, and the hitbox for the socks is rough), but the story messed me up a bit. My grandma died in early September from dementia after 2 or so years so it hit pretty hard. Congratulations on submitting, nicely done.
As of right now there isn't a selected theme. This is like the preparation phase for the actual jam (determine what tools you'll be using, meet up with teammates, get the base framework setup, outline characters/plot., get your assets in order, etc.). You can vote on a theme in the links section on the RPGM5 Concept Jam page, but the actual jam starts on the first. The link is also on the concept jam page but ill link it here too: https://itch.io/jam/rpg-mania-v
If in the off chance you still are in need of controller support, there's actually a free solution by juju adams (developer for hyper light drifter) that you can get here: https://github.com/JujuAdams/input
The core of the game was pretty fun, the concept is simple but good, but I have some gripes:
- The trailing camera was WAY too slow. It was very frustrating at times just not being able to see where I was going. Would say that for a game like this either having the camera slightly lead where you're moving, or doing the celeste thing where it center's onto the room itself would work out nicely.
- I forget the room's name but on a vertical floating timed block it would be yellow for almost the full duration of me flying straight through it. Assumed it was just a bug and proceeded to brute force past it anyways
- The timings for some of those rooms were a tad too strict, especially with the added frustration of oddly timed reality phasing blocks. Possibly add to the timer or replace with non-rng heavy mechanics such as a wall you need to slide down, but the other wall is all spikes and you need to time a jump through the opening or something.
- Auto-reset the positions of objects in the room upon reviving please and thank you. The novelty of touching the clock to refill time was cool at first but got really old really fast when you HAD to keep either doing that or dying to line things up.
- Insta-SD button would be swell, as well as a faster respawn sequences. Like, 2-3x faster. Possibly add in one of them nifty transitions where the screen fades in and out of the full black screen and when it fades in you're at the start and the camera is there and ready to go (seriously though, if nothing else please fix the camera >.<)
- Ran into a few other bugs as well, but they were pointed out in the video already.
Overall it was pretty fun. It was definitely frustrating at times, but played through the whole thing in about 16 minutes. Solid jam entry!
The font's set by using the function 'draw_set_font(fnt_monogram);' in the draw event of the o_menu object. the font he's using is in the font's folder, if you want a different font then you can either change it to one of the built in one's or lookup a tutorial on how to use custom font's (of which quite a few really nice one's are available here on itch). Not sure you need this anymore but hope this helps none the less.
Really digging the music in this! Was fun exploring the map trying to figure out where to go. But, I do have to agree with DC11111 though in that this could really benefit by having some sound effects (with a few visuals added as well).
Could use something like https://www.bfxr.net/ to generate some in there to add some oomph. Also, having some visual feedback for hits etc. would be nice. For instance, if you hit an enemy with a rocket you get that "KABOOM!" sound effect playing and have something like an explosion animation that plays over it (for game maker studio you can also use particle effects like so: effect_create_above(ef_explosion, x, y, 2, c_red); put this in the destroy event for the obj). Also, there were times when it was hard to tell how I died in the previous run. Having it maybe freeze on the hit and having something like a quick color flash with a "thud" for walls or a "WHACK" for the planes would be a nice tell (Nothing too long but just a second or two to show what happened).
Also, maybe this is just me but I didn't know how you could fire until after reading through the comment section.
Aside from those smaller items it was fun to fail and figure out where to go. Congrats on finishing and good work!
As stated in the description this is "only for GMS2" and the functions highlighted do not exist. But the good new's is that's your "clue" as to what needs to happen! Break it down line by line and find an alternative method for producing the same result. So for instance if we look at the official documentation for create_array(); [https://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/array_create.html] it states that it just instantiates (prepares) the array before its used by writing "0" there for as many entries as needed. Could hypothetically use something like this to do it: for (i=0; i < arrLength; i++) { arr[i] = 0; } where arrLength is the numeric value for how many entries you need in the array. put that into a script called "create_array" expecting 1 argument. You may need to play around with this though as i have not had 1.4 loaded onto my pc for a while now but thats the general idea.