Whoa, this is really epic! I've always wanted to -try- to implement "draw distance" in GDevelop for an open world game, and never am sure of it.
Hopefully I'll make games again someday and look at this project properly <3
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Whoa, this is really epic! I've always wanted to -try- to implement "draw distance" in GDevelop for an open world game, and never am sure of it.
The simplicity is beautiful. I honestly tried to turn on the lights for a second though before going down the stairs lol! a bit dissapointed there wasn't a way but it's probably better that way
It's a Metal Slug type game with only one level, but it does something quite original with that one level: have 4 slightly different versions of it!
The 4 different versions are the same versions of the level but set in different seasons. I live in a tropical country so the concept eluded me for some time: Winter goes from November to January, Spring from February to May, Summer June to August, and Fall is September to November??
Essentially, to access the different seasons you press Spacebar three times, wait a second, then do it again until you get the season you want.
The actual differences are few and don't seem to affect enemies in my 20 minute playthrough. However, the graphics and music change is very interesting and is worth checking out for the atmosphere changes alone!
The concept overall is rather original, however only changing the months affect anything (was really frustrated that freezing myself for three years apparently just makes the boss wait patiently lmao). That and a lot of things are very "jam crunch so couldn't polish lol".
I'll give credit to the basics the game gets right though: the title screen, generous checkpoints, the simple action of running, gunning and jumping around, double jumping (and with that basic coyote time) make for an actually enjoyable game rather than feeling unfairly hard. If anything, the odds are super biased to let the player win, which I'll always welcome. Being able to choose your own difficulty through direct actions is awesome.
Oh, and did I mention you can just extract and play the game!?
So overall the game itself is a 3/5, but I like the winter, spring and ending themes so I'll bump it to a 4/5... when the rating even opens.
The first thought that comes to mind is... why is the isometric movement not aligned with the actual grid?? I think I know why, but either way...
I like the original take on the 2 character puzzle theme. There's just two items, not too much but still enough for varied level designs (and for me to get stumped at midnight about 7 levels in). Takes me back to when I first designed my own puzzle game - it takes effort to really make something with the simplicity.
I also liked the SFX other than the main menu, they played at the correct time with fairly accurate sounds. It gave a reason to try collecting stars even though the game doesn't promise a reward for doing it (other than a cooler win level splash).
For further criticism though, I wish the game atleast had music, not having music REALLY put me off from playing a long period of time. I know it's a jam entry, but spending the time resource to make simple music would've helped it tons. I also wished the sea waves were animated sprites, like a slower version of the 2-frame animation and scrolled slowly diagonally or something.
That's about all I'd say within this comment section. Congratulations again for making a game together within 48 hours!
Glad to have played this game, and that others keep finding it, too!
I haven't gone through Dustin's route yet out of choice, but might reconsider in the future. Even from the screenshot alone, seeing what I can get just by having the perspective of the other person is truly game changing (just like it would in real life).
More VNs should try for multi character writing!
It didn't pin me down on the ground like I always thought turn-based RPGs would.
On a serious note, the aesthetic has a lot going for it and I hope the writing expands itself into something better. The intro part manages to introduce the characters, but after that it's just gameplay that I felt too scared to fully dip my knees in (didn't try any skills at all). Gonna blame the "PermaDeath" title for that :P
While it seems most issues are by coming into the jam late, I'm glad atleast the jam made you get something out. That's spectacular, it's a magic of every game jam on this website.
This is an amazing concept! The 2d sprite mixed with 3D gave me Crash Team Racing vibes, amazing for a pixel racer (although that was 3d characters). It's definitely in need of polish though, the game has low sense of speed. Not the actual speed itself, but that for example the tires could've been serparate sprites from the characters, and have a 2-frame or 3-frame animation where the tires' shine move a little (from, yep, CTR hahah). The ground being a flat texture and lack of boosting animation (some "wind break effect" maybe) also contributed to the feeling of slowness.
Aiming was surprisingly okay, after I learnt it's just about predicting where the enemies are going/their racing line, and for a 3 minute of action reminding me of Twisted Metal, the two weapons were good enough, but the big cannon also FEELS better to use - heavier sound, and really big area, in comparison to bullets, even though bullets take 3 round to tango while the big cannon only takes 2.
Think that's all I'll say about this one. Again, did have fun, and it's pretty cool how fast you whipped out something within 72 hours! Maybe I should participate in a jam myself, to actually make a real game. -shrug-
I gave the feedback on Maytch's twitter DM! For a more general comment, I'll say that difficulty feels more balanced in this time around, and the modified jump (you need to press Space) feels great.
I'll also emphasize on the teleportation skill though, it's awkward to learn but is designed to save you, the player, so, so many times.
I love the design of the new world! The background feels suitably bland (for creepy) , and the xylophone sound for collecting music notes was unsettlingly cute. It's also suitably difficult for the third world.
One thing I forgot to mention in the DM: the Arena is a lot more fun to play WITH the variable jumping - or atleast I think it'd solve its problems. Feel free to make it available again in the next update OR refine it in future!
Ooooo that's super great! I actually forgot to check the new version entirely. While not this very moment, hopefully I'll be giving more feedback soon! (It really warms me to know developers do read my feedback <3 )
It's good! The 2d characters against 3d background is charming, so I will send a private message to the developer later on specific things. If the screenshots didn't tell, it's a beat-em-up genre.
My biggest issue is being unable to do a throw, and I assume to dodge, an enemy needs to be attacking first (pressing L didn't do anything). Still, the game was fun enough, even with only the regular J,J,J,J combo and Kick > Jump > Attack combo. I rarely used Guard but it's probably neccesary when the game gives you a lot of both melee and ranged enemy (I quit around that part).
If you like beat-em-ups, this demo version is worth trying, even for the graphic appeal alone.
I did play this demo (May 2019) at one point, but never gave the feedback I should've. I'm gonna fix that!
The glaring issue from the controls are from walljumping - the game doesn't give coyote time. The character first bounces -off- the wall, then has to hit the wall again, and while still moving against that wall, only then they can walljump. I'm used to first pressing the other direction and then pressing Jump, so this was quite frustrating. I later discovered I only needed to press Jump, but I'll just keep the paragraph there.
The fixed-length jump also reduced control, since, for example, one may need to make tiny jumps to avoid closely packed enemies when they can't teleport. Sliding seems to reduce jump height, but oh-so-little to be used for this purpose.
Another huge difficulty was that to run, you need to hold Shift. A lot of the platforming requires running speed, and being challenged by non-standard controls felt... punishing. Maybe it would be easier if the shortcut was double-tapping or having a "toggle autorun" function? Also, running makes normal movement feel slow so I practically held it down all the time.
As mentioned, the demo also allows includes a later level which has the difficulty several bounds up. This is welcome actually, it illustrates the different levels of difficulty the developers can't normally show with a full set of levels, in the package of a demo.
The arena is too difficult to be fun at the skill level I played it though.
The levels being short (5-10 mins including deaths) is also a plus, offsetting the brutality of 2-6.
The installer felt unnecesary, especially for the length. Maybe a .zip with all the game files would've sufficed?
On a technical note, is there no windowed option? I assume it's due to the small resolution of the original game, in which case: would it be possible to "scale" the game according to its original resolution, like 2x and 4x (like CrossCode)? Despite this, the game surprisingly accepted my 4:3 monitor.
To be less negative, the art style is great, and the only "lacking" part was the level hub. It could do with some reflections (scrolling parallax) from the background windows, and the level hub could also be vertically traversable, such as going on apartment floors or rooftops (could be teleports) instead of being very horizontally wide. Including some platforms/wall-pillars also help the player practice mechanics without going inside a level!
Likewise, the musical score is also great, and other than the hub music being slightly repetitive I can't comment much on it.
Saw that you're still making this game, which is really good to know. I'll be awaiting the next version!
It's not mentioned yet, but thank you for the double-controls. Space causes the page to scroll down, arrow keys scroll left/right, so I could beat the level with WASD and number 456.
Now to actually see how you code! : )
Great stuff! The logic of the game makes sense, which is crucial for knowing what to do, and let me think for myself once I understood the commands the game doesn't tell you are all nouns that also make sense (although alternatives such as GET to include "TAKE" would've been nice). It took me 5 minutes to figure out how to do something with the music box! - maybe put it also in the HELP command for inexperienced text adventurers?
It should also be noted I found music and sound options, but no audio played on Firefox version 72. I guess the game really didn't have them since it's a jam?
That aside, loved how the game felt to play. The font (I got here thanks to the author posting a link) gave a spooky, not scary vibe that complemented the modern, less serious tone; and the dithered pictures were absolutely stunning, although not 100% accurate to the game, such as the forest picture (while there's no "path", the sunlit background was dreamy to look at).
To summarize, I enjoyed this. Compared to a visual novel, I actually have to think to make a choice!
Slight spoiler to the short demo that it is.
Nice demo! I loved the amount of dialogue you got from examining each item (more than one, which is just not enough), and that it was easy to access each one (no silly animation that would delay each one from displaying). Speaking of which, maybe a slight indicator that a dialogue/choice is displaying would be great? (ex: textbox background changing color to be slightly darker, while general interact/collect item could be lighter)
The reddish monochrome instantly filled the atmosphere with mood and atmosphere that the lack of backstory couldn't provide (Who is our main character? What were him and Greg doing before this? Why is Greg telling us so much info!?). It was much better than Fallout 3's puke-green colors, because desaturated red atleast conveyed the proper mood... but might be wrong there.
As for the writing, Nicholas seems to know his way around the wasteland and has been seasoned around it, but the dialogue choices don't feel to shape his character significantly yet. I was pretty amazed of his dilligence to loot part of a ventilation shaft (or was he trying to enter it?), that he finds a way to use practically anything.
Another thing I'll note is that the font rendering looks a bit strange(as in not smoothed), even in fullscreen. It was a bit discomforting at 1366x768.
My playthrough was around 10 minutes, so didn't exactly pry and toss each of the game's choices, and so my thoughts about it aren't really impartial.
Overall, the game looks promising! I have a need for point-and-click adventures that let you actually examine items instead of glancing at it by commenting only one line of dialogue. Definitely hope you continue working on it!
I loved this. I loved programming when I had a great teacher that explained stuff quite well and made me quite excited to try making my own games! But as I progressed through my course my teachers weren't as good and to this day I still have trouble with C++ or object-oriented programming in general. This rekindled that love for typing code and built a bridge between my love for C and my fear of C++. But enough of my story - I want to talk about the game!
The gameplay is very approachable! I liked fixing small parts of the code by clicking through it to do different choices, even though I do have experience with programming. Manually typing code is a nightmare, but when I wanted to truly learn and understand the code (what is it about) there's a pretty useful and entertaining Dictionary that explains what a particular word of the code does what. It explains semicolons, curly brackets, arguments, class names (what is a class about?) to even mundane numbers! I spent a lot of time reading the code and the Dictionary and just understanding the code even though I knew the choices I made was correct at the time, and when I got it wrong because I didn't read properly, the characters talk out the problem and give further explanations about the code and what I had to do.
The dialogue system is a little basic though, lacking even a way to view previous messages (so you're screwed if you skip over some dialogue). Also it lacks transitions which makes scene switches feel grating (like from class to cafeteria, and back). I guess it's excusable since this is made out of Unity - maybe I'm just too used to the comfort of RenPy based novels.
The two main characters are very likeable, but the game doesn't focus too much on dialogue, which is bad for the side characters as they don't get much screentime (although they're interesting nonetheless). This is also a good thing though since it allows you to focus more on the gameplay/programming, so you're learning something, Very YourMileageMayVary!
To say the least, I definitely recommend this game if you're either looking to learn programming, or have a dessert of a romance story. But it definitely helps if you do like the story because it'll motivate you to learn! And thanks to everyone involved for such a nice game!
Hey! So I played the game again, spending about an hour to get 27 hidden packages. Had to look up a guide for the 28th one :P Very dissapointed there's no congratulation, but I can understand, it's still unfinished. I'll say, this really keeps what GTA III was to me, since I often just hunt for hidden packages while putting other music in the background. It's a relaxing way to spend the time back then - doing it in this demake was stressful though since I'm a lot busier now ahaha. Good demake! Definitely will await that update, with better car physics.
Thoroughly enjoyable! Unlike most visual novels, the main character doesn't talk very much in a way that I feel disconnected from the story. Everyone else, even the side characters that you feel aren't going to have much of their story explored, have depth to them, so it's almost as if playing a character of your own rather than reading a story (either that or I find the MC relatable... whoops). The music is fitting to the melancholic nature of the game. Most music is sad, relaxing, and even the more uplifting ones aren't distracting, keeping the focus on the story. If I said any more than that it'll probably be a spoiler considering the demo took me 1 1/2 hours to get through. Honestly invested, and anticipating for the full one. Great job!
p.s. dev, I blindly sent you an email (as in, completely guessed what your email is) because your Twitter isn't set up for messages. Not sure if you received it, so can you check? Thanks!
You actually plan to finish the map? That's ambitious! I'd advise against it though until you've improved the car handling, honestly. That way people can enjoy driving around the roads of the map that are already there. Maybe ramp up the acceleration/brakes, gravity... then again, I tried Unity once and was never able to get the hang of typing actual code.
Nice recreation of Portland! It puts into perspective how much effort the modellers at Rockstar put into the game's city and the time they need. Of course you didn't finish the map - that's fine - exploring the city for a while was still decent, despite how horribly the Perennial handles in this demake (and how often getting into a car glitched). Really loved the aesthetics nonetheless!