Thanks a lot! :D I approached this as an experiment more than a real game, and due the tight time constrains of a Ludum Dare I couldn't make better enemies, but something to think of if I ever improve this! Sadly, my GameMaker license does not allow me to export it to Mac computers :( So sorry for that!
Wow this might be the prittyist and most vibrant game I've seen. biggest problem is that everything seems very... well samey. not too much verasion but hay its a jam game i dont expect too much, but what you did do was very fun indeed. :3
The game is interesting ! It was a short but fun experience, the only problem is that I feel like the most effective way to score is to spawn one soldier at a time behind the ennemies, so they change direction and to just attract them backwards, because there is so many of them you cannot kill them all. I made 66 seconds with that technique ^^
Very fun, It was very hard to survive as the enemies always felt like an unstopable force, so it was a little disheartening as nomatter what I did it all was to no avail. It would have been really cool if you started off with a bunch of material and 10-30 seconds of prep time before those waves started coming at you. You could have different maps or more can that get targeted so that you have to divide your forces amongst different areas. Just my thoughts, but that's what I would do in this instance. good foundations though.
@whatnamegames it is jajaja blame tired me from the past on that! I'll definitely try to fix that in a post-jam update of the game. Thanks for playing! :)
This game was fun, I really like the designs you have for everything. It weirdly all kind of fit together. My only complaint is that it feels like no matter how many guards you spawn in there are to many enemies to handle. Oh yeah that sound track was rad too. Good game concept though!
This is one of the most addicting entries I've played yet! The aesthetic is super unique and sharp and the frantic pace is very enjoyable. Plus the fact that you made this in GameMaker is sweet! The farthest I could get was around 75 seconds. Awesome work!
Very addictive! I love the graphics and sounds- Omg- it is so stressful when those candy bubbles are invading en masse. I made it 45 something seconds, and couldn't beat that- then I had a look at the comments and using the "lure" technique I made it all the way to 62.55. 95?! You gotta be kidding me!!! Love that this was made in GM as well- I am still hearing that can crunch! Thanks for the game!
However I had a good time, the graphics are really cool, and I like how dynamic the game is. I think that if you reuse that engine next time and take more time to work on the gameplay, you could make an awesome game !
Made a Post-Jam tiny improvement based on your feedback!
-Increased the volume to audible levels -Hopefully fixed the fatal error that sometimes used to happen -Added a tiiiny little leeway at the begining of the game to prepare to the (still) massive assault coming seconds later ajajaja :)
a bit weird but pretty fun game concept! Awesome aesthetics, color scheme is nice and striking too. I feel like this fake 3D-style could be used for lots of different kinds of game really!!
1 - Mecânicas, Aprendizado e Fluxo: A mecânica é interessante e divertida. A cada partida a gente aprende a jogar um pouco melhor. O fluxo de jogo gera mais ansiedade do que tédio, então posso considerar que fica difícil muito rápido (talvez prolongar o tempo mais fácil no início permita o jogador aprender melhor ainda na primeira partida).
2 - Gráficos, Áudio, Narrativa e Polimento: Considerando que tudo foi feito durante o tempo de Ludum Dare: meus parabéns ao artista gráfico e meus parabéns ao responsável pelo áudio, ficou muito bacana. A narrativa não é o foco do projeto, ao que entendi, então não cabe falar muito a respeito disso. Polimentos podem ser feitos em relação à HUD e ao espaço em torno da cena propriamente dita.
3 - Cultura: A estética do jogo permite conversar com efeitos artísticos (tanto gráficos, quanto em termos de áudio). O jogo remete a jogos de administração de parques de diversão, mas (obviamente) não é o objetivo. Os soldados (oi-oi-oi) fazem lembrar de brincadeiras do tempo de criança; então o jogo bebe da fonte do imaginário infantil.
4 - Monetização: Se o jogo for reprojetado para ter uma narrativa (mesmo que simples/direta), poderia haver diversos estágios; quem sabe vendesse em stores como itch.io (a baixo custo) ou para smartphones (neste caso com propagandas, creio). Trazer jogadores poderia fazer proveito do que foi dito em [3], em seguida uma pesquisa e a procura por nichos de interesse em redes sociais (como Facebook etc).
1 - Mechanics, Learning and Flow: The mechanics are interesting and fun. With each game we learn to play a little better. The flow of the game generates more anxiety than boredom, so I can consider that it becomes difficult very quickly (perhaps prolonging the time easier in the beginning allows the player to learn even better in the first game).
2 - Graphics, Audio, Narrative and Polishment: Considering that everything was done during Ludum Dare's time: my congratulations to the graphic artist and my congratulations to the responsible for the audio, it was very nice. The narrative is not the focus of the project, as I understand it, so there is little point in talking about it. Polishing can be done in relation to the HUD and the space around the scene itself.
3 - Culture: The aesthetics of the game allows you to chat with artistic effects (both graphics and audio). The game refers to amusement park management games, but (obviously) is not the goal. Soldiers (oi-oi-oi) remind us of childhood games; then the game draws from the source of children's imagination.
4 - Monetization: If the game is redesigned to have a narrative (even if simple / direct), there could be several stages; maybe it would sell in stores like itch.io (at low cost) or for smartphones (in this case with advertisements, I believe). Bringing in players could take advantage of what was said in [3], then a search and search for niches of interest on social networks (such as Facebook etc).
It looks great. But I think the game has to be explained better, as I couldn't figure why I should use those defends pencils or in generell how the economy in this game works.
@le-don absolutely right! I'm more an artist than a game designer or programmer, and this game is a perfect example on that XD Next time my challenge will be to make something more engaing mechanically!
Great artstyle and idea, I love this "tiny world" thing :) I didn't really figure out what to do at first, and I think click and drag would have been a bit better to move the cam :) all in all, good job! The artstyle is amazing!
Comments44
Also I had a crash once,
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_aliado_sombra:
Unable to find any instance for object index '100893' name ''
at gml_Object_obj_aliado_sombra_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_aliado_sombra_Step_0 (line -1)
PS, wish there was Music.
It's simple to understand.
Maybe to much enemies at once.
Thank you for this game !
The colors are amazing. Great job !
Oh yeah that sound track was rad too. Good game concept though!
However I had a good time, the graphics are really cool, and I like how dynamic the game is.
I think that if you reuse that engine next time and take more time to work on the gameplay, you could make an awesome game !
Well done !
-Increased the volume to audible levels
-Hopefully fixed the fatal error that sometimes used to happen
-Added a tiiiny little leeway at the begining of the game to prepare to the (still) massive assault coming seconds later ajajaja :)
Hope you like it!
Well done!
1 - Mecânicas, Aprendizado e Fluxo:
A mecânica é interessante e divertida.
A cada partida a gente aprende a jogar um pouco melhor.
O fluxo de jogo gera mais ansiedade do que tédio, então posso considerar que fica difícil muito rápido (talvez prolongar o tempo mais fácil no início permita o jogador aprender melhor ainda na primeira partida).
2 - Gráficos, Áudio, Narrativa e Polimento:
Considerando que tudo foi feito durante o tempo de Ludum Dare: meus parabéns ao artista gráfico e meus parabéns ao responsável pelo áudio, ficou muito bacana.
A narrativa não é o foco do projeto, ao que entendi, então não cabe falar muito a respeito disso.
Polimentos podem ser feitos em relação à HUD e ao espaço em torno da cena propriamente dita.
3 - Cultura:
A estética do jogo permite conversar com efeitos artísticos (tanto gráficos, quanto em termos de áudio).
O jogo remete a jogos de administração de parques de diversão, mas (obviamente) não é o objetivo.
Os soldados (oi-oi-oi) fazem lembrar de brincadeiras do tempo de criança; então o jogo bebe da fonte do imaginário infantil.
4 - Monetização:
Se o jogo for reprojetado para ter uma narrativa (mesmo que simples/direta), poderia haver diversos estágios; quem sabe vendesse em stores como itch.io (a baixo custo) ou para smartphones (neste caso com propagandas, creio).
Trazer jogadores poderia fazer proveito do que foi dito em [3], em seguida uma pesquisa e a procura por nichos de interesse em redes sociais (como Facebook etc).
1 - Mechanics, Learning and Flow:
The mechanics are interesting and fun.
With each game we learn to play a little better.
The flow of the game generates more anxiety than boredom, so I can consider that it becomes difficult very quickly (perhaps prolonging the time easier in the beginning allows the player to learn even better in the first game).
2 - Graphics, Audio, Narrative and Polishment:
Considering that everything was done during Ludum Dare's time: my congratulations to the graphic artist and my congratulations to the responsible for the audio, it was very nice.
The narrative is not the focus of the project, as I understand it, so there is little point in talking about it.
Polishing can be done in relation to the HUD and the space around the scene itself.
3 - Culture:
The aesthetics of the game allows you to chat with artistic effects (both graphics and audio).
The game refers to amusement park management games, but (obviously) is not the goal.
Soldiers (oi-oi-oi) remind us of childhood games; then the game draws from the source of children's imagination.
4 - Monetization:
If the game is redesigned to have a narrative (even if simple / direct), there could be several stages; maybe it would sell in stores like itch.io (at low cost) or for smartphones (in this case with advertisements, I believe).
Bringing in players could take advantage of what was said in [3], then a search and search for niches of interest on social networks (such as Facebook etc).
I failed to read instructions, and did not realize I could drop the pencils my first few games.