Found this project by searching for web client games that have multiplayer functionality to other devices. Surprisingly they're very hard to find, maybe hard to make? If you see this comment can you let me know what engine you used for this? Thanks! (I see a black screen btw, but I'm more interested in just how it was done than playing any games rn anyhow)
treehann
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Fun game with good music (June Flower is pog). Easy to understand too. I wish there was a way to play on a higher difficulty to start faster and/or have a faster increase of speed. I end up dying due to the hypnotic nature of the game before the literal difficulty ever kills me. Still I love the presentation, it's in the perfect old school arcade style.
wow you're good!! Every time I get a streak going on a large board, I lose focus and make a mistake without using Combo Token x)
I'm not planning on releasing an update for any of my games for quite awhile (unless they're completely broken somehow) since I have to focus on a couple other projects. But I'll consider that one.
That one makes powerup tokens stick around 'til the next game if you win. By default they get cleared. I know, it's rather harsh especially considering the rarity of winning multiple games of minesweeper in a row. I'm currently working on an update which will make it much cheaper since it's way overpriced.
(Incidentally, I'm rebalancing and tweaking nearly all the powerups for the next update right now. There will be approx. 10 instead of 7, have more variety, and will be generally more powerful for the price / cheaper.)
Drills should move away from other objects when pushed horizontally into them. I presume you are referring to when a drill drops next to an object. The drill is programmed to activate when dropped any distance onto normal "filled" ground. This rule takes precedence over the "move away from objects or walls" rule -- if that helps clarify anything.
Thanks very much for playing and for commenting, I'm glad you're enjoying it so far!
Dang. I'm sure it's a false positive; this issue is known to other Game Maker Studio users (the engine used here). Thank you for reporting it and apologies for the trouble, I'm looking into it.
I just built, tested, and upload an installer file for Solumnoid instead of a plain exe (the installer is still an exe but hopefully it will be treated differently). When you have the chance please try downloading and running Solumnoid 1.0 installer from this page and let me know if you run into similar issues.
EDIT: It worked for the other person who had the issue! I'll keep an eye out here to see if the solution is the same for you.
It might be the lack of code signing on my raw exe and/or the way I built the Game Maker project straight to exe. I just built, tested, and upload an installer file for Solumnoid instead of a plain exe (the installer is still an exe but hopefully it will be treated differently). When you have the chance please try downloading and running Solumnoid 1.0 installer from this page and let me know if you run into similar issues.
The presentation here is amazing, I'm already having lots of fun in the tutorial. The graphics are the most appealing type of old school pixel art IMO. Everything is snappy, the sounds are nice, the dialogue/exposition is perfect, being funny and not overstaying its welcome - That part reminds me of Advance Wars for some reason. I'm at work so I'm going to stop playing but I may pick this back up when I get home :)
Incredible. You've hit the perfect sweet spot between unique mechanic, satisfying level design & progression, theme, and frustration, while also keeping the game remarkably simple, intuitive, and accessible. It can technically be played with one finger!! Fantastic physics that aren't overly bouncy -- the way the player knocks off of obstacles is just right. The only things I could possibly fault this game for is there could be slightly more friction when the player grazes the ground, and also that the mechanic has been seen before -- minding that it's played up to amazing standards in your game. I felt all emotions ranging from curiosity, excitement, anger, amusement, determination, and finally despair (when I gave up) when playing this. The long soundtrack suits to immerse the player further and is a delight to listen to, regardless of whether or not it's stock music from somewhere (I have no idea). If I had more time tonight I might try to beat it but I have no idea how far up the rabbit hole goes. I got stuck at this innocuous-looking but extremely small pinpoint ledge somewhat above the wall-breaking area, and if you miss you have to redo like three challenges. I'd love if you told me what percentage of the game I got through if you understand the area I mean. I'll go out of my way to recommend this to others and I highly suggest you release it on Steam at some point.
If you're reading this, play this game!!
I can't get up the damn ramp. How the hell do I go forward? How did I get this far? Questions that may never be afforded to such a disposable fish. I delighted in the ASMR-like quality of the wet flopping and had fun flinging myself around randomly hoping to go forward. This is the most relaxing Foddian game here, and for that I think it deserves high ranks.
Beautiful presentation. The controls I would say are less intuitive and fun than Pogostuck but it's still enjoyable to slowly puzzle out. Something feels a bit stiff about the movement, like there's a realllly small window in which launching yourself has a favorable velocity. I'd like to see the player launched further in general with each jump personally, like just a touch. Awesome work for the time frame, it's amazing that you made this. I would like to hear some sound someday on this!
The depleting checkpoint system is a genius take on the Foddian theme. Flying is fun though it's tough to tell when you're going to land. Respawning takes too long; it would be better if it were instant because dying is the core gameplay loop. I got to the tiny island part before I ragequit because I can't handle too many of these types of games, but this one was quite polished.
This was one of the more immediately engaging entries right away for me, though it's unfortunate that people pass on it because it's not playable in browser. I love the interactive, playable title screen which is something I think more game designers should do. Gets you used to the controls in a "safe" place. Or you can just dive right into it. The game doesn't feel Foddian at first in terms of backtracking, but it certainly is hard as nails. I had to learn the number-of-charges and recharging mechanics because the game didn't explain them to me, though the latter was intuitive to learn on my own. The challenges are lengthy and immediately very hard, I think I got past the narrow ceiling part purely by chance since I almost gave up there. I got past the first "Foddian loop" where you can get backtracked accidentally, and that part's difficulty was just right for me. The part afterward was too hard so I stopped for the moment since I'm trying other games. This one is beautifully presented both visually and with audio. I think the concept could be fleshed out further if you decide to go that route, maybe by giving the player one more control of some sort in mid air. The fact that you can jump in two directions didn't make much of an impact except for at the beginning of the loop part when it's required. Perhaps the alternate direction could be replaced with something that slows or halts your midair velocity. Anyway I had fun playing this and I encourage other people with Windows to download and give it a shot. It's good physics fun.
good one. I got to hole 8 before stopping. this game has a gentler curve than some of the other entries which is a positive thing. the falling is properly frustrating and you see it coming which is nice. the perspective is a little wonky and confusing (hitting a ball straight horizontal at a wall makes it bounce down) but it's not too major a problem though it makes ramps tricky.
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*** HOW TO UNLOCK MODES ***
To unlock Endless mode: Complete Classic mode on Tough difficulty.
To unlock Nightmare difficulty in Classic mode: Complete Classic mode on Tough difficulty in a single run.
To unlock Nightmare difficulty in Endless mode: Complete Classic mode on Nightmare difficulty.
Whoa, I actually never knew Maddy Thorson made Jumper AND An Untitled Story. What a pioneer.
I also have a soft spot for games that are just really difficult the whole way through. Maybe that's why I keep chatting in this particular game's comment section. It is indeed strangely refreshing and nice to have every once in a while as a palate cleanser.
love this straight-to-brass-tacks explanation of the difficulty. My impression was also that it's basically the most unforgiving timings and windows possible, but that's not necessarily a bad thing, it just makes the game as hard as it can possibly be, moment-to-moment.
I also found the two separate momentums to be a fun mechanic and actually rather unique. I'd kind of like to see it used in an easier manner in a game sometime, though the level 0 did a surprisingly effective job at teaching it. It just was expected for the learner to advance to incredibly difficult heights immediately afterward.
EDIT: Also cannot believe how skilled some people are at platform games, I bet you play N++ lol
one of the most gorgeous games I ever played, couldn't beat it even with cheats, gave me carpal tunnel
/s
OK serious review for prospective players. As far as I'm aware, Washout Spire the first platform game programmed by June Flower, who has thus far made mostly slower-paced adventure/exploration/interactive games. I haven't played them all but the common thread is some of the most appealing, vibrant pixel art you can find in indie games. So I picked this up based on the art alone, because, just look at it. Each preview image just oozes character. I donated a little too but this kind of art is just priceless.
Side note about the first impression the game, I'm sort of confused from a developer standpoint as to why it can't be made full screen, but the screen size is adjustable and the perma-windowed mode isn't really a big deal. I just don't remember having this happen with other June Flower games that I played, though it's possible I'm remembering incorrectly.
So anyway, onto the gameplay, arguably the most important part of a game in the way it affects player experience. I'm an avid platform gamer and this is one of the most difficult platformers I've ever played. Not necessarily a bad thing; it's clear the creator enjoys tough and precise challenges and that's honestly just a preference. The core gameplay is running, jumping, and wall jumping, brought quickly to extreme heights. The difficulty is on par with the most difficult player-made challenges for games like N++, Super Meat Boy, the Knytt series, VVVVVV, or the ABC-sides of Celeste levels or La-Mulana's Hell Temple (just speaking on experience from games I've personally played, there may be better comparisons out there). Thankfully if you read the Read Me, there's a keystroke cheat to make yourself invincible. This makes the game accessible to anyone who isn't interested in hard-as-nails, high-reflex platforming, allowing for some more relaxed exploration of the game's pretty areas (a.k.a. all of them). I used the cheat for most of the game, after beating levels 0 and 1 and getting stuck on a particularly lengthy segment of level 2 where you bonk your head on disappearing blocks. My message to a general audience about the game who doesn't want to read any further would be, you can easily still enjoy this game and get something out of it even if you aren't good at platforming, due to the game's flexible design.
That's just the overhead view of the difficulty. I'd like to break it down a bit more over the next few paragraphs because there's some interesting design decisions in Washout Spire that contribute to its difficulty, some of which I like and some I don't as much. Firstly, I love the decision to pick any level from the get-go. This is the type of game where players will miss quality content if they get frustrated and don't have a way to skip ahead. The level select feels empowering to the player and harkens back to old-school console games. Secondly as it relates to pacing, the checkpoints are amply placed (I'd be willing to bet money that the testers are partly responsible for this), though there are still a few places where I think the segments could have been further subdivided. Multiple pixel perfect jump segments abound and they're quite taxing on the fingers -- I'd personally implement some kind of hard cap for ultra-precise movements and keep a mental tally when designing hard challenges like this. Most of the levels are what you could call short, but they will take a long time to beat even for seasoned gamers because each individual segment of most levels both A) essentially requires solving a puzzle, usually with trial-and-error and B) is made up of a nontrivial number of technically difficult/high-skill jumping maneuvers.
Probably the most technical-minded critique I have of Washout Spire is that physics are a bit stiff. Jump height is non-variable which is unusual in modern platformers. Secondly, while the player can adjust their horizontal position back and forth mid-air on a normal jump, if they wall-jump, they are met with a backwards resistance, only able to slow their outward momentum but not reverse it. I've actually seen this in a game before -- in La-Mulana -- but it feels a little funny in Washout Spire because it contradicts the feeling of a normal, non-wall jump. I can't really hate this design decision because the levels are constructed very smartly around it, but it's just not the type of physics I personally enjoy enough to keep as the baseline for level design. Each challenge of the game is at the very least, decently tuned to how these physics function, and I found myself thinking June has a knack for platform level design if this is their first serious foray into it. I can't stress enough how the challenges are hard as FUCK but they also sport such variety and cleverness that I can't stay salty about it for long. My "advice" as a game designer, which can be ignored if it's not sought after, would be that a gentle ramp up to high difficulty keeps the player hooked for longer and feeling a bit less distressed. (It could just be that I suck though, heh.)
EDIT: I forgot to mention: I'm of the opinion that the window in which the player can press the jump button on those floating orbs is vastly too small. It feels like a frame perfect jump, a bit excessively demanding on the reflexes.
Side note #2, I liked level 6 a ton, it was a breath of fresh air, fun to explore without worrying about spikes, had an extra high amount of unique art, much of which was funny and eye-grabbing, had FL Studio's Air Chorus, Sans, and a maze that made me think of Worms Armageddon roping courses. Actually a rare example of a classical maze that isn't super annoying because the player is able to jump around like crazy with no penalty, something I think really rounds out the experience after being beat up to hell and back in levels 1-5.
Side note #3, the boss that chases you in I think level 4 scared the bajeezus out of me, which was a delightful surprise. How many unusual things are there to find in this game that come out of nowhere? The incentives for the player to beat challenges and explore are incredibly high, which is such a plus.
Now I want to switch gears real quick and touch on something (other than obviously the art) that kicks ass -- the music and sound design. I have nothing but the utmost respect for creators who do not only the programming and art for their games but the audio too! This is nothing new for June Flower but it's still impressive. The soundtrack is quite extensive and expressive and contains a range of genres and styles including ambient, drum and bass, rock, hard trance, and experimental bits of sound collage. Sound effects for player interactions are well-chosen, matching both individual actions and the atmosphere at large. I especially liked the ASMR-like wall sliding sound. Though I wondered why there was no death sound. Maybe it would happen too much ;)
Of course I should talk about the story too, but writing is my weak suit and I didn't even see everything so I won't spend much time on the details. The cutscenes in Washout Spire are maybe the most visually attractive part of the game and their atmosphere is extremely compelling. They serve to string together the wildly different areas of the game and tell a story of a wanderer in a dream-like world, meeting new companions who help give a sense of belonging and explain tidbits about the mysterious and threatening surroundings. There is a depressive mood in these scenes that meshes perfectly with the masochistic gameplay. I can't say I understand the plot as a whole but it's mostly because I couldn't make it to the end of over half the levels even with cheats on, so again I didn't see a lot of it, something I regret a bit but I don't have enough skill and/or patience. My overall impression though is that June is just having fun with broad strokes of world building and character design and the writing thematically all feels cohesive, plus the prose is quite nice. I can tell there's more fascinating worlds to discover by this creator.
I think I'm out of steam here though maybe I'll edit something in or comment again if I remember something else I wanted to talk about. There's so much going on in Washout Spire that I had to make this wall of text; it was just fun to play and analyze from multiple angles. I wouldn't mind being a tester or being otherwise involved in a future project by June Flower!
(and sorry if this review sounds weird being in third rather than second person, it's just the way I decided to go for some reason! I will talk directly in other comments!)
This is a nice WIP! I love the old fashioned text layout and everything is cohesive. It took me a few minutes to figure out what was going on, but once I realized there is kind of a swap between the larger map and smaller zoomed in rooms, I was impressed. It might be nice to allow 8 directional movement with the numpad since many old school roguelikes have that. Good luck with the project!
Sorry if I missed this somewhere, but do you plan to allow map switching and number-of-impostors switching in the game lobby? It seems strange to me that the lobby has to be re-made to change those. At the very least, it should be possible in private games where no strangers will be thrown for a loop.
Thank you for the detailed update and dedication to your game and its fans! Among Us is so fun and interesting.