Thanks! The theme of the game jam, if I remember, was mystery or "that escalated quickly".
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Hi everyone, I specialize in orchestral music in the style of Nobuo Uematsu (Final Fantasy) and John Williams. I'm especially interested in writing music for RPGs. As a concert pianist, I have a deep understanding of music theory and how to use pitches and timbres to convey emotions. Hit me up if you wanna chat. Thanks!
Play it here: https://xalezar.itch.io/nymble
Nymble is a turn-based puzzle game. You play as Jack, who jumps over things to interact with them. Search for the seedling, plant it in the soil, and advance to the next level!
- I designed and programmed the game myself.
- I am also a classically-trained composer and music producer, so I also created the music for this game.
I got into game design because I wanted to gain more visibility as a music composer/producer. Because music is a non-visual art form, I have found it is difficult to appeal to game developers (with the intent to eventually get hired to compose/produce music for their game). It just so happens I also have a computing science degree and work in user experience design, so I utilized those skills to create a game, which would then act as a vehicle to showcase my music in a more entertaining way. (More on this in my case study.)
Anyway, please give this game a try and let me know what you liked/disliked. My future goal is to start a crowdfunding campaign to cover the costs of a GMS2 mobile license, so that I can put a full-length mobile version of this game on the App Store. Cheers.
Been following the progress of your game quite closely and have to say, the addition of sound effects really adds depth to your game. I am wondering if you have plans to add background music in the future? I'm curious because I happen to be a classically-trained composer and music producer. (Incidnetally, I am also working on my own game as a hobbyist on my spare time).
Normally, I offer this as a paid service, but in some cases where I genuinely enjoy the game, I would be happy to volunteer my skills pro bono (at least to start). If you are interested, please check out my portfolio: https://soundcloud.com/zeryx28. You might have already heard my soundtrack for the game Nymble that I am working on. :)
If this doesn't interest you currently, or if you already have other plans, no worries. Feel free to reach out at later time.
Just noticed it was a LudumDare submission, so I understand the entire game was created in a short period of time. Despite that, your game has animations, music, sounds, narrative, graphics--so it's quite an accomplishment, I must say.
Well, the sound effects and background music are awesome in setting the mood. The thud sound for a card being placed on the table was well chosen. I felt the rain sound effect had too strong an attack, so I interpreted it as a keyboard typing sound at first; when the gameplay started, it became slightly more obvious it was describing the rain. The music with sustained strings feels mysterious and matches the visuals nicely.
However, I couldn't quite understand how to play the game. Maybe a bit more in-game onboarding might help. Perhaps try introducing one mechanic at a time if that's possible?
Anyway, great job again with the atmosphere.
I just finished the game--very cleverly designed puzzles! I couldn't stop playing. I think your game has market potential. At times, I was reminded of how Zelda levels are designed: where the player can see areas they cannot yet access, which makes the player want to figure out how those areas can be later reached.
That box pushing puzzle on floor 21 was cleverly designed. At first, I thought it was something I was supposed to skip over and come back to later once I gained an extra ability. But after exhausting all options, I decided to go back and re-examine the puzzle, as well as how it connects to adjoining floors.
Fun Game! The concept and controls are simple and intuitive on keyboard. I really enjoyed the feeling of exploration when you enter to the next room via stairs.
Idea: If you make the healing potions heal a large amount of HP, then that might force the player to strategize how much damage they should take before they drink a potion. For example, if I see up ahead that there are 4 enemies blocking my way and my HP is 80% full, I might choose to save a potion for later.
- Will this eventually be made mobile-friendly?
- Do you have plans to implement smooth movement?
- What are your long-term plans for this game?
Very cool! I know of Construct, but not familiar with its framework. Nice that you've found a workflow that is suitable for your needs.
Interesting you mentioned the "stop others until the turn is done" because that's exactly one of the problems I knew I had to also solve. My approach used an integer variable "timer_is_paused" initialized to 0 that would increment whenever an actor needed to pause the timer, and decrement whenever an actor has finished their action. Before an actor performs an action, I do a check to see if timer_is_paused equals 0.
Ah yeah, I've done something similar for the animations. So each animation is stored as an object that shows specific frames of a sprite and plays sound effects at certain points of in its lifetime. And once its internal timer exceeds a duration, then the object is destroyed. So whenever I need to display an animation, I ask the object to create an instance of the animation at a specific location on the screen.
The XML approach sounds pretty logical. I am entertaining the idea of using something more human-friendly like a CSV opened in a spreadsheet editor.
Any future plans for this ATB system you have created?
Nice job! The controls are pretty smooth and mimic the Final Fantasy ATB system quite closely. I am also trying to build something like this for an RPG project; using lots of state machines and objects for drawing the panels. What were some interesting things you encountered during your process?
First of all, congrats on getting to the last level. :) and thanks so much for the bugs—it’s really helpful!
The map button crash issue is something I’m looking into. Been having trouble reproducing it reliably, so it’s just a matter of identifying the cause.
Yup, I noticed too it lags in the last level. Will try to look for ways to maybe unload objects that are off screen, or reduce the number of necessary objects (without affecting the level design) in general.
Thanks again for the feedback!
Yeah, after attending a game developers conference in hopes of networking as a composer, I realize how difficult it is to gain visibility in a non-visual art form. So I decided to take matters into my own hand and produce my own game so that my music can be consumed in a more engaging way (than say, SoundCloud).
Thanks for the kind words. I actually happen to be a classically trained pianist, so my deep understanding of music theory helps me analyze why music sounds good to me. In turn, this helps me identify patterns and methods that other composers have used, so that I may adopt techniques that work well into my own musical language.
I am curious to know what is your involvement with video games, and how you came across my game?
Wow, thanks for reading the case study. I hope it helps inspire other solo creators out there too.
Yes, the reason why I chose game development as a vehicle is because video games are a time-based art form that engages the audience. Music is also time-based, so it felt like a suitable vehicle. Compared to film, games are more interactive and allows for multiple outcomes, encouraging repeated plays and increasing exposure time. Seeing that I am trying to reach out to game studios, I also felt distributing my music through video games would be more relatable and impactful.
Haven't received any replies yet, so I thought I'd bump it. Wondering if anyone else is experiencing this issue? It's pretty serious for game creators who distribute via the HTML5 platform ...
Hi everyone, I've been getting this error when running my HTML5 game in Safari since around May 2018:
audio_play_sound failed. WebAudio Context suspended - user must interact with the page before audio can be played.
I think it's due to recent versions of Safari requiring the user to click on a canvas before audio can play. But the error persists after I click on my game canvas and there's still no sound. I did some poking around and it seems HTML5 games are wrapped in an iframe. So I opened the frame source in a new window, where sound will play after I interact with the viewport.
So I don't know, if it would it be possible for the itch.io team to render the HTML5 game directly on the page? (Without the iframe.) I'm sure there are reasons for using an iframe ...
In other browsers, it seems to work fine (audio will play after the user clicks on the canvas).
Thanks for checking it out.
Wow, cool concept! So as the player, I basically need to plan out what order I choose the cards in so that my net health always remains above zero, is that right?
Looks like you're well on the way with progress and you've already released it to the app store. Congrats!
Sounds cool. I can imagine how the stars/coin idea gives incentive to the player to take the more challenging route, effectively increasing screen-time, which is great. I also see that you're also using Game Maker Studio. For the inventory, some kind of resizable data structure would be my first instinct. I haven't looked into the data-saving functions yet, but the new GMS 2 IDE is pretty slick so far.
Looking forward to more!
Interesting concept--from reading your description, I gather that the goal of the game is to find the key and make it to the door. And enemies and objects also occupy the tiles on their own layer (so they are placed independently of the pipe layer).
As all of this information could only be known from reading your description, I found it was difficult to know what the goal of the game was from just playing the game, so it was a bit discouraging playing it the first time. So I might suggest making your game UI more informative by having a more guided on-boarding experience. As a specific example, for the line-up of pipes, at first I didn't even know it was a line-up, and thought all pipes had equal significance. Maybe if you allowed the pipe icons to animate and move along a path, that would show the player that once you use a pipe segment, more pipe segments will come in (maybe even show a fifth pipe segment that is unselectable).
Secondly, it's awesome that you're making a hybrid of two different genres. Because the main game layout is designed as a pipe mania type of game, I think it's a good idea to introduce the dungeon crawling component gradually, both in a gameplay sense (e.g. introduce one type of object in the first level, then more in later levels) and also in the project timeline (e.g. in your first build, introduce one dungeon crawling element like the key and the door, then more elements in future builds).
Anyway, nice job so far. Looking forward to more updates!
Graphics and sound effects are amazing! I love the art style. As @danmakesgame remarked, I also think different controls would be more comfortable. Suggestions.
- Tap left twice or right twice to dash.
- Tap down twice for meteor slam.
- Z for jump. (twice for double jump)
- X for attack.
- Space for interact. This would be consistent since you already use Space for dialog advance.
- Shift + arrow keys to walk slower (facing same direction), which would also cover the backstep.
I found a bug: after I fall from the ledge where there's a slime enjoying a cigarette, I land on the spikes and get stuck.