Nice start! Handles well and looks pretty nice. My main advice is the same advice I have for most simple shoot-em-ups I see: have bullets going in more different directions, Having enemies that only shoot down when you have a weapon that only shoots up is really not great. But having bullets going in even one other direction creates much more interesting patterns. I'll try to look out for updates, though.
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Seems like a fun game, but I'm a little lost. More instructions would be nice. What do the different hexes represent? I though for sure the black hex must be a hole or something, but the frogs seem fine with landing on it. I'll try to keep an eye out for updates to this.
Nice puzzle game with mechanics I haven't seen before. Took me a second to figure out how it works, but it wasn't too hard. The spacebar isn't really a "rewind" button since it goes both ways, but I don't know what I would call it... "Spacebar to switch with your other self"? Also, things happen kind of quickly each turn and when I died I wasn't always sure what killed me.
Okay, I finally have this in a state where it's ready to be listed again. I've added a whole new single-player mode called "Adventure Mode" with multiple levels with different kinds of goals. Some are timed, others are based on points. Some reward careful, strategic play, others grabbing things as fast as possible. I've tried to make it clear to the player which kind of level they're on, but if you find it confusing, let me know in the comments.
After each level in Adventure mode, the player is rewarded with 0-3 gems depending on their performance in the level. The goals are set so that 1 gem should be fairly easy, though I don't really have any beginners to test it on, so its tough to gauge that. The 3 gem goals are set to be very difficult, to give an impression of the range of difficulty in the game, since it is so short right now. I think this game would be easy to dismiss as simple and just based on luck, so I've set these goals high to communicate to the player the kinds of scores that are possible to encourage the player to engage with the game's mechanics. So far, the difference that playing strategically will have on your score is not as consistently large as I'd like them to be, but I have some ideas to solve that and I'll talk more about it in a future devlog.
At any rate, if you really find the goals are set too high, you can lower them by changing the difficulty in the Adventure Mode menu. It won't have any other effect. I think different people will want to gauge their progress in different ways. "Full Panic" is the default difficulty setting. "Impossible" is just Full Panic +25% and getting 3 gems is, in some cases, actually impossible.
One the surface, the game probably doesn't look very different because a lot of what I've been working on has been "under the hood". I've been learning a lot of new coding techniques like using events more to reduce spaghetti code, making my code and objects more modular and less dependent on each other. I think this has made for a better foundation that will scale well and support further development without becoming unwieldy over time. Adding new content has, so far, gone really well, and I'm finding adding new features and fixing bugs doesn't cause as many things to break. So, although there's nothing radically new, I think the work that I've done will allow for much faster content creation going forward. I'm already finding
The old game is included, with minor changes, in the form of "Classic Mode" for anyone who enjoyed it or wants to play multiplayer. I won't be making any changes to it, but I do have ideas for future multiplayer modes that I'd like to implement, so if that's a thing you'd be interested in, let me know in the comments.
I'll be posting a part 2 to this devlog soon, but from now on I'll try to write them more regularly rather than in a huge info-dump.
New single-player Adventure Mode! Dodge and collect your way through multiple levels!
A retro-style avoid-em-up. Collect food and avoid the robots that are trying to spy on you and show you targeted advertisements. Rack up big combos. Flap around and have fun, okay?
Great work! Nice to finally get my hands on what you've been showing on your YouTube channel.
Not much to complain about. Like some others, I think the buildings could be a little smaller so the town is less sprawling overall. Fireballs are kinda hard to see. More indication of the shortcut keys would be nice, even just in the description. I did not catch on to z and x at all during my first playthrough, (although I did go into the inventory screen, so maybe that's on me).
The music was probably the weak point of the experience for me (the songs themselves, I mean. The lack of transitions is fine), but even that was nice enough.
I would also welcome gamepad input. Hold-down-the-button power attacks would be nice too.
But those are all pretty insignificant. On the whole it was fun!
I think Construct can make platformers with no code out of the box. You might still need to learn to code to do everything you want, but you'll probably pick up some of the basic concepts of coding even just doing doing it visually. In the meantime, you could get a feel for just the fundamentals of 2D platformers themselves, which is probably a good idea before launching into your larger vision. But yeah, when you're just not feeling it, it can be hard.
Fun little game with a cute art style. One thing, and maybe it's just me, but I didn't realize at first that the boost arrows were part of a platform. I just thought they were vague areas that you passed through and wasn't sure why they weren't working. Maybe it would be clearer if they were a different color. It was fun, though!
Weirdly, I often feel much the same way as No Time To Play. When my mood is good I think "There's nothing I'd rather be doing", but when it's not I think "Well, I guess there's nothing else I want to do". I'm at my best when I'm not really thinking about it much, just being in the zone.
What pushes your passion Bolbochan?
I just did my first major update on my game, Bird Panic (https://unclealias.itch.io/bird-panic), a few days ago and I think I may have messed something up. My understanding is that if you make a devlog post marked "Major Update", the game you're updating gets "bumped" chronologically in the listings. I did that, but I don't think mine was. For instance, it's not showing up when I filter for "When: Last seven days". Is that only for new games?
Edit: I accidentally had it set to "Unlisted in search & browse" when I first posted the devlog, then I tried deleting it and re-posting it, so maybe that has something to do about it?
I'm not getting any new views for this update, so any help would be appreciated.
Edit: I have read the docs and still have a question,
Edit: Here's am example of a search that Bird Panic doesn't show up on, but it does if you clear "When: Last seven days" from the search criteria: https://itch.io/games/duration-minutes/free/genre-platformer/input-gamepad/last-7-days/local-multiplayer/platform-windows
Do you think prior work really matters that much? I've been making games for more than a decade, but I haven't shared anything online in a while and this project is my first on itch.io. I've thought about posting my old games on here, but it just seemed like my time would be better spent making my current game look better.
One that I've been coming back to for years now is Solitairica (iOS, Android, Steam). Have you ever wished for a game and somebody just made it exactly like you wanted? I had been playing "golf-style" solitaire games like Fairy Solitaire for years. It's a really satisfying solitaire variant that's been re-skinned a bunch of times, but without a lot of innovation. Each version would offer a few "power-ups" to spice up gameplay, but I always wished someone would take it a step further, which this game does brilliantly. It adds a full-on RPG character progression over a series of solitaire "battles". It's a free-to-play game on mobile but you can unlock everything for a very reasonable price. If any of this sounds interesting to you I absolutely recommend it.
Nice, reminds me of old Ultima games! I had some trouble figuring out the inventory system, maybe partly because things need to be placed very precisely, so it's not always clear if something failed because you're doing a thing that can't be done or because you didn't place it just right. I'm still not sure how some things work, like torches and wands. The video helped a lot,, though I didn't realize that the video had useful information at first. But I still enjoyed playing it!
I just played it in Windows for the first time and I trouble figuring out the controls, since they are one key away from WASD, and using my little finger for firing was difficult. Are there other keys I can use that I'm missing?
Fun game and very topical. By the time I got through the quest mode I felt like I understood almost all of the mechanics, though I almost didn't survive the fires and I'm still not sure what decides reproduction. But figuring out the mechanics was fun and not too frustrating.
Nice game! What if you gave extra points for "skill shots"? Maybe points for landing really close to a spike, or little bonus point items placed in spots that would be tricky to get to, like between 2 spikes?
Oh, don't feel bad! Looking over my reply, I worded some things wrong. Some of the features of the theme editor are not obvious and it's not really clear what you can do, so it's understandable.
I did look at your game but I didn't have anybody to play it with, so I can't really comment on the gameplay. I did think it nailed the minimalist style, though, so I'm sure you'll be able to make good looking page too.
If you want to check out my game, I'd really appreciate that too!
Hi, ShadowPeterX. I'm pretty new here, but I think I have some useful suggestions.
The first thing I notice is that when I land on your page, I see almost nothing. In the theme editor, you can set an image to display as a default before you launch the game (it's a bit tricky since the image has to be exactly the dimensions of the game window, it doesn't resize automatically). If you can't get that working, consider adding a banner image.
Also, I would put instructions in the description, even though you have them in your game menu. I think having extra information before playing gives people an idea of what they're in for and makes them more likely to click. Also, I would use the default controls in the instructions. If people have changed the controls, they will know what they changed them to, and if they haven't changed the controls, they will want to know what the default controls are. Seeing things like "rotate button" makes it seem like they should already know what a "rotate button" is.
Also, your thumbnail image is really low-res. If you do a search for your game, you'll see that it shows up quite large on the screen and looks pixelated (apologies if that's what you're going for)
I hope this helps, and good luck with your game!
[Edit] Oh, also, you can have a screenshot in an inline game, you just have to screenshots to "Sidebar" in the Theme Editor.
That's something I think about a lot too. It's why I settled on robots for my game, and then making them physical versions of online bots kind of sprang from that. It's a superficial theme for now, but I hope to build on it.
Thanks, I'll keep that in mind! But I do feel like there's an over-abundance of mindless co-op games where you just zone out and shoot things or whatever. If I made a co-op game I'd want to make something that asks something of its players, like Overcooked or Lovers in a Dangerous Spacetime, where you really have to communicate to work together. Actually, I wasn't even thinking about co-op much, but I love co-op games!
But yeah, it has to be something you can communicate to the player easily, and that's tricky.
Hey, everyone! I've been working on this game for a little while and thought it was ready for the world to see.
It's a single-screen platformer where you collect food and avoid robots that are trying to spy on you and deliver targeted ads.
So far it's just a simple "score attack" game that gets gradually harder until you die! But it's fun in the meantime (hopefully). It still has a lot room for development.
Anyway, give it a try and let me know what you think in the comments!