Thank you a ton!!
EngineerKappa
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This was ridiculously cozy!
I'm already a fan of picross/nonogram puzzles already, so the puzzles felt like a nice balance without being too challenging for me. It's pretty standard in that regard, but the story and vibes are what take it to the next level.
Cassia and Senna are ridiculously relatable in their own ways, tbh. And I love the moments that imply just a bit more going on in their world.
The only negative I have is that gamepad support doesn't quite work? You can move your cursor around the board, but you can't mark squares. It's not a huge deal, just odd that everything else works and this action doesn't.
https://www.dropbox.com/s/u4yem0nbyxt1uf4/EnumTest.yyz?dl=0
This project includes an enum, an array with a few strings, and an object that draws a string from the array using the enum. It works fine when the room starts for the first time, but it gives the error I mentioned when the room reloads. This doesn't happen if the object uses the default value or an integer. You'll also have to re-import GMLive's included files, because I didn't want to reupload those here.
Thank you in advance, and I apologize if it's something that can't be worked around right now.
Hello! So far GMLive has been super helpful when it comes to testing code, but live rooms have been giving me some trouble. I notice that I get errors about an array being out of range whenever I use an enum value for variables assigned in the room editor. This only happens if it's an enum, if I replace it with a number of the equivalent value it works totally fine. I'm making a metroidvania right now, so enums are something I use a lot to keep track of things like items. Is there anything I can do to get around this?
Oh gosh! Thank you for recording your playthrough! I definitely agree that the enemy placement can be improved, I just felt it made the game into more of a puzzle where you have to take things slowly and carefully. In hindsight I should've slowed the character movement down, but that would've made backtracking take longer than I'd like. Thank you again for the feedback!
It took a bit of getting used to, but I really like the atmosphere you were going for! The planet physics were fun to mess around with, and the resource management side is a nice way to work in the theme.
I could definitely see this being expanded into a full game for sure. My only criticism is that there's no prompt that tells you that you can click on items to collect them, but it's not too hard to figure out on your own. I also noticed that sometimes when you respawn mid-flight you totally keep all your momentum from before.
The atmosphere is really cool given the time frame!
As for the gameplay itself, I feel like I get stuck in the floor constantly and I can just randomly jump again in mid-air. It's not quite a double jump but it feels like something out of my control. I'm also not sure if the game is supposed to loop or not?
I do like the weird anti-gravity fields, it seems like you could do neat things with that.
I noticed that you'll sometimes get a level with platforms that are just plain impossible to reach, but given you can instantly it's not a big issue.
I also feel the menu is pretty unnecessary. It even kinda breaks the "WASD/Arrows only" limitation by requiring the Enter Key. If it had a "Press any Key" prompt to reset I feel retries would go smoother. (Also having the exit button in a browser game feels... odd)
That out of the way, the physics here are pretty fun to mess around with and the music is pretty neat! It would be neat seeing this expanded with more obstacles.
I like the way the Snail animates and your graphics in general are charming. It is kinda weird that the second level has no music and there are often areas with no enemies at all. I'm not sure if it's the shell killing everyone first or what. Still, this was pretty neat.
(Also the window still says Super Mario Bros, you might wanna change that.)