i feel like the whole enemy predicting could have worked better with triggers and stuff, idk if gdevelop would let you do that but it could be "when the player lands and then leaves this area, spawn this attack here"
also i never died to said mage attacks, but rather the other objects; so maybe speed up the attacks? idk i feel like that could help
Welsey, I know you use gdevelop, so have you ever gotten the glitch where animated segments that you upload copy themselves no matter what it's hard to explain.
I'm not sure if I'll come back to this game to add more to it. ๐ค
I'm really glad people like it, but with the speed running mode at the end and now a boss..... It feels kind of "complete" to me. BUT maybe one day, since I do like the game too. ๐
The game is really good, but all that fun is substantially overshadowed by the amount of lag spikes and poor respponse to cointrols the game has. I'm not sure if this is because I'm using bad hardware, but whenever I jump I conststently lag out, and conrtols I input can usually take up to 1.5 seconds to respond. Next, the fact that I can continuously hold jump and I will jump doesn't really heklp the game, since a lot of it requires precise movements and that can be pretty hard with that. I'm not sure what engine you use to make games, but if it is godot(I only know this because I use godot), i recommend using the Input.is_action_just_pressed("jump"), so that ne can continuouslty press jump by holding down the spacebar, after they are on the floor. Finally, the acceleration. Whilst this may've been put in so that jumps feel more... jumpy, which I appreciate, and does add a lot of fun to the game, it can be really off putting as the acceleration just isn;t really that necessary, and can sometimes cause a lot of deaths for me on a level. This brings me ontop my final point, which is dying. Very few times did I feel that I caused my own death, and not because of very frequent lag spikes or poor control quality. Overall, this game is ok, and I did have quite a lot of fun playing levels (lvl 2 was my favourite) but if you somehoow decide to expand it and imrpove the preformance of the game, that would be much appreciated!
I'm sorry about the lag spikes you were having trouble with before. I went through and tried to fix that issue, some other people had it as well.
I did expand the game a little, it now has a boss fight at the end, and a boss that attacks you constantly in every level. Leaning a little harder towards the "rage" game format, but hopefully with less lag it would be more fun for you. ๐
And yeah, I used W and the up arrow for keys to jump when I made the Newgrounds version, and people liked it, so I should really just make it a base control. ๐
Cool game! Kind of rage inducing in the best way. Very tight snappy controls. Was this made for LDJ50? I didn't see a link from the itch page to rate it, if you have the link I'd love to drop you a rating. To be fair though I did not play level 3 I got to right before the end of level 2 before my patience ran out.
It's interesting that there's such a wide range of responses about the difficulty. ๐ค I was thinking of adding a few difficulty modes, one to increase the number of checkpoints, one to keep them as they are, and one to remove them all together.
I wasn't able to make a game during the jam cause... well... life. ๐ฉ
But I got inspired to make this game by one of the themes that came up during the slaughter round. So I definitely couldn't submit this game to be rated. ๐
Nice game! It would be fun to see more levels in this for sure!
My feedback for the game is:
The parts don't feel connected to each other, which makes It that the checkpoints don't feel like 1 separate challenge, but instead multiple challenges.
In my opinion rage games need to slowly introduce mechanics in single levels, where at the end of a world all the mechanics get challenged in one extreme level.
The game doesn't feel hard enough at some parts, and too hard at other parts. Balancing is very important in rage games.
Could you make a .exe export? My PC sucks at handling browsers so it heavily decreased the performance.
Hey, sorry for the late reply, but thanks for the feedback! I read it but didn't get a chance to repl.!
-The levels are now connected! So you don't get kicked out to the menu when you beat one anymore, so hopefully that makes it all feel more connected.
-I think slowly introducing mechanics over time is a great way to do game design, sadly I rushed through it and didn't do that. Maybe I'll re-design later. ๐ It does a little bit of that, with the first checkpoint being unavoidable and before a big gap to learn the fall jump from, and in level two there's an obvious spot where you need to learn to wall jump.
-Yeah...... I just released an update video on that actually, I basically had 2 groups of people suggesting the game go in two different directions. So "speed run" won out. And now the game is a hard speed running game with a leaderboard. ๐ค
-I will get to work releasing a .exe version right now. Thanks for the suggestion. ๐
I liked this game. Although very short and not the rage level hard. I died a bit on every level, but I was able to pretty quickly pick up on how to finish each of them.
I like the art and the super meat boy - game style. One thing I think you should be aware of when designing levels is how long you need to wait for the moving walls to go to their end and come back again. The game encourage you to run run run, and also time it right. The first wall in the first level can give you a bit to long waiting periode where you start to get bored waiting for the wall to get back. -It is not game breaking at all but might be a good thing to think of.
It is a nice feature you made that you dont need to respawn at the start of the level when you have made good progress.
The death counter feels like a highscore-thing... I am split between should I finish the level or just get the death count as high as possible... Death in this game feels very rewarding, the animations and feel is good :-)
*Note: The information says you made it with PixiJS, but when the game loads Gdevelop logo appears
I wonder if splitting the long hallway with a moving wall in the first level in to two separate moving walls would reduce the waiting time and add an extra layer to think about when approaching it. ๐คThat would be a fairly easy change after all, and might fix the issue. The moving wall in the third level can be both moving in and out and you can get past, so that one is probably less of an issue?
My original plan for the checkpoint system was to make it a "hard mode" toggle, to have them not spawn. And with the death counter I wanted to add a leaderboard system for people who really want to get in to it. Both of those things still might get added/changed in the future. Maybe just allowing access to the leaderboard after someone has finished the game once, so they can have fun with dying and fooling around in the first run and then they can try hard as an "extra challenge". ๐ค
GDevelop uses PixiJS, so that must have been what itch thought I was using without me specifying. I'll be sure to go in and fix that in the page settings. ๐
I have a confession to make... I did not play level 3 :-(
Not sure if it changes the game completely if you have a timer for how long it takes a player to complete game and use that as a high score (or is it a lowscore if it is competing for fastest time?) for the leader board. Then the player is encouraged to optimize their play. Dying less times is a secondary parametre.
I have not played this game genre before. I only know of Super meat boy and Will it snail. Is it all about timing? or are there things like upgrades too, and secret areas only unlocked by sacrificing yourself at the right time and place?
No worries about not finishing it, I made the game to be hard, so it's not going to be everyones cup of tea. ๐
The game just got updated, so now when you beat the three levels, it'll unlock a "speed run mode" with a leaderboard. ๐
The timer from the speed run will be sent to the leaderboard, and so will your total death count. But now death count is cumulative and adds up over every time you die. So it's just a funny metric people can joke about now. ๐
The first run through the game is just for giggles and can be considered "practice" now.
โ Return to game
Comments
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i feel like the whole enemy predicting could have worked better with triggers and stuff, idk if gdevelop would let you do that but it could be "when the player lands and then leaves this area, spawn this attack here"
also i never died to said mage attacks, but rather the other objects; so maybe speed up the attacks? idk i feel like that could help
The mage isn't really supposed to kill you, it's slow and meant to force you in to dangerous positions. Sounds like it did the trick. ๐
Hope you enjoyed the game. ๐
Welsey, I know you use gdevelop, so have you ever gotten the glitch where animated segments that you upload copy themselves no matter what it's hard to explain.
Not that it should particularly, but this game doesn't run well on IOS using an i3.
I would say most games shouldn't, but this is just pixels and basic functionality (versus HD images / 3d or complex procedural generation code).
It might be worth looking into learning optimization, as it would help all projects, especially bigger ones.
Fun concept and gameplay though. The lich got my ahh a few times.
Yeah, I've been a little reckless with my coding, I could definitely spend some time focusing on optimization.๐
I'm working on a larger project now, so I really have to keep that in mind. ๐ค
Updates for your game:
-Add more level like puzzel level, platform level, ect.
-Add more traps like a trap it shoots, trap that active when the player is on top, ect.
-More enemy like an enemy patrol the area and shoot.
Its a good game and hard game too, but it indeed more level and more things.And i love your videos
Thank you!
I'm not sure if I'll come back to this game to add more to it. ๐ค
I'm really glad people like it, but with the speed running mode at the end and now a boss..... It feels kind of "complete" to me. BUT maybe one day, since I do like the game too. ๐
Woah man Great Game !!
Thanks!
it's hard, and love your videos,
Thanks and I'm glad you like them. ๐
Can you play my newest game Saving Aliens. I made it with GDevelop. And your good at art (:
nice pixel art
And The Helper Man Did It Again Its Now Harder!
๐
Nice job Wes! Just beat the game with about 25 deaths, most of them were at that last little spike trap. Had a lot of fun with it :)
The last little spike trap on the third level? ๐
Glad to hear you enjoyed it. ๐
Game no work
What?
Whenever I try to play the web build, the controls doesnโt let me play. I can enter kevek 1 but I canโt playโฆ
Are you using a QWERTY keyboard?
The arrow keys should also work and controls.
IDK whatโs wrong but sometimes it lets me play and sometimes it doesnโtโฆ Nice game tho!
Same here
The game is really good, but all that fun is substantially overshadowed by the amount of lag spikes and poor respponse to cointrols the game has. I'm not sure if this is because I'm using bad hardware, but whenever I jump I conststently lag out, and conrtols I input can usually take up to 1.5 seconds to respond. Next, the fact that I can continuously hold jump and I will jump doesn't really heklp the game, since a lot of it requires precise movements and that can be pretty hard with that. I'm not sure what engine you use to make games, but if it is godot(I only know this because I use godot), i recommend using the Input.is_action_just_pressed("jump"), so that ne can continuouslty press jump by holding down the spacebar, after they are on the floor. Finally, the acceleration. Whilst this may've been put in so that jumps feel more... jumpy, which I appreciate, and does add a lot of fun to the game, it can be really off putting as the acceleration just isn;t really that necessary, and can sometimes cause a lot of deaths for me on a level. This brings me ontop my final point, which is dying. Very few times did I feel that I caused my own death, and not because of very frequent lag spikes or poor control quality. Overall, this game is ok, and I did have quite a lot of fun playing levels (lvl 2 was my favourite) but if you somehoow decide to expand it and imrpove the preformance of the game, that would be much appreciated!
Hey there! ๐
I'm sorry about the lag spikes you were having trouble with before. I went through and tried to fix that issue, some other people had it as well.
I did expand the game a little, it now has a boss fight at the end, and a boss that attacks you constantly in every level. Leaning a little harder towards the "rage" game format, but hopefully with less lag it would be more fun for you. ๐
When switching levels make the player have a particle that shows where the player spawned.
Also, add 'W' to jump. Great game btw!
That's a great idea!
And yeah, I used W and the up arrow for keys to jump when I made the Newgrounds version, and people liked it, so I should really just make it a base control. ๐
I think the font should be changed to a pixel art font. It will make a big difference.
Ooooooh..... That would make a lot more sense with the game's style.
I always forget to change the font. ๐คฆโโ๏ธ
Wait, I thought the game was called "Sores and Sorcery". Why does it still say "Cloak'n Bad" on the menu screen?
That's fixed now in the new update. It was called Cloak'n Bad as a joke to myself. And it somehow didn't get changed in the final version. ๐
Gรฉnial, j'adore. Un lรฉger soupรงon de Rick Dangerous.
Bravo
Merci!
Je viens de publier une nouvelle mise ร jour avec quelques ajustements et maintenant un nouveau "mode d'exรฉcution rapide". ๐
Cool game! Kind of rage inducing in the best way. Very tight snappy controls. Was this made for LDJ50? I didn't see a link from the itch page to rate it, if you have the link I'd love to drop you a rating. To be fair though I did not play level 3 I got to right before the end of level 2 before my patience ran out.
It's interesting that there's such a wide range of responses about the difficulty. ๐ค I was thinking of adding a few difficulty modes, one to increase the number of checkpoints, one to keep them as they are, and one to remove them all together.
I wasn't able to make a game during the jam cause... well... life. ๐ฉ
But I got inspired to make this game by one of the themes that came up during the slaughter round. So I definitely couldn't submit this game to be rated. ๐
Nice game! It would be fun to see more levels in this for sure!
My feedback for the game is:
Hey, sorry for the late reply, but thanks for the feedback!
I read it but didn't get a chance to repl.!
-The levels are now connected! So you don't get kicked out to the menu when you beat one anymore, so hopefully that makes it all feel more connected.
-I think slowly introducing mechanics over time is a great way to do game design, sadly I rushed through it and didn't do that. Maybe I'll re-design later. ๐ It does a little bit of that, with the first checkpoint being unavoidable and before a big gap to learn the fall jump from, and in level two there's an obvious spot where you need to learn to wall jump.
-Yeah...... I just released an update video on that actually, I basically had 2 groups of people suggesting the game go in two different directions. So "speed run" won out. And now the game is a hard speed running game with a leaderboard. ๐ค
-I will get to work releasing a .exe version right now. Thanks for the suggestion. ๐
I liked this game. Although very short and not the rage level hard. I died a bit on every level, but I was able to pretty quickly pick up on how to finish each of them.
Glad you enjoyed it!
I'll probably go back through on this game and add some more levels to make it hard. ๐
HelperWesley Add A Timer And I Might Speedrun this :D
i beat it with 27 tries! lol
Definitely going to have to add a timer and maybe a leaderboard..... ๐ค
That'd be fun. ๐
YAY me happe now
๐
I like the art and the super meat boy - game style.
One thing I think you should be aware of when designing levels is how long you need to wait for the moving walls to go to their end and come back again.
The game encourage you to run run run, and also time it right. The first wall in the first level can give you a bit to long waiting periode where you start to get bored waiting for the wall to get back. -It is not game breaking at all but might be a good thing to think of.
It is a nice feature you made that you dont need to respawn at the start of the level when you have made good progress.
The death counter feels like a highscore-thing... I am split between should I finish the level or just get the death count as high as possible... Death in this game feels very rewarding, the animations and feel is good :-)
*Note: The information says you made it with PixiJS, but when the game loads Gdevelop logo appears
Hey! Thanks for the feedback.
I wonder if splitting the long hallway with a moving wall in the first level in to two separate moving walls would reduce the waiting time and add an extra layer to think about when approaching it. ๐คThat would be a fairly easy change after all, and might fix the issue. The moving wall in the third level can be both moving in and out and you can get past, so that one is probably less of an issue?
My original plan for the checkpoint system was to make it a "hard mode" toggle, to have them not spawn. And with the death counter I wanted to add a leaderboard system for people who really want to get in to it. Both of those things still might get added/changed in the future. Maybe just allowing access to the leaderboard after someone has finished the game once, so they can have fun with dying and fooling around in the first run and then they can try hard as an "extra challenge". ๐ค
GDevelop uses PixiJS, so that must have been what itch thought I was using without me specifying. I'll be sure to go in and fix that in the page settings. ๐
I have a confession to make... I did not play level 3 :-(
Not sure if it changes the game completely if you have a timer for how long it takes a player to complete game and use that as a high score (or is it a lowscore if it is competing for fastest time?) for the leader board.
Then the player is encouraged to optimize their play. Dying less times is a secondary parametre.
I have not played this game genre before. I only know of Super meat boy and Will it snail. Is it all about timing? or are there things like upgrades too, and secret areas only unlocked by sacrificing yourself at the right time and place?
No worries about not finishing it, I made the game to be hard, so it's not going to be everyones cup of tea. ๐
The game just got updated, so now when you beat the three levels, it'll unlock a "speed run mode" with a leaderboard. ๐
The timer from the speed run will be sent to the leaderboard, and so will your total death count. But now death count is cumulative and adds up over every time you die. So it's just a funny metric people can joke about now. ๐
The first run through the game is just for giggles and can be considered "practice" now.