Wdym "verified"?
GhostMiner
Creator of
Recent community posts
Thanks for your feedback!
I didn't have much time to properly test the balancing, so the difficulty and things are all over the place.
I also forgot to cap the minimum income to 0, so you can easily get into negative numbers.
"sometimes games that are a bit broken are more fun." Can confirm. It's more entertainig watching eople break FNAF security breach, than play it as itnended.
How did you get so many purple units? Did you wait that long to get the money or did you use something like cheat engine to give yourself more money?
Quite good leveling game , but i have no idea how to level up. l collected few souls with the Lvl.1 wizard and then got kicked out of it when i touched level 30 ghost.
The game really likes level 5 wizards, i've only seen 1 level 1 wozard and 1 level 30 wizard.
About thee movement: It's very slippery and generally not great, Is this your first platformer like game? It looks lime you used round collider for the wizard, but rectangular collider for the platforms. Such combination doesn't work well or not at all.
Your ground check gives me extra jumps even when im touching a platform from the side.
You can also hang on a sode by hlding a direction key towards the wall.
If you fix all the movement issues, and add some feedback to action in the game (like how many ghosts/souls i need to level up) it could be quuite a nice game. The "I'M frustrated" room in Will you snail is quote fun even when it's just collecting one, same thing .
Thanks! :)
The time between a tower spawn is randomly chosen between 0,1-5 seconds because when i was testing the "system" having a constant delay didn't eel good. There's also an RNG choosing if a tower should be placed or not, but since the time between each placement was eventually made to be random, I removed* the first RNG that determines if the tower should be placed.
*actually i just set the chance for tower to spawn to 100% because it was much easier and faster.
The 5 seconds interval between you recieve more coins was chosen because it felt te best when compared to 1-3 sec. intervals
The bad game speed/pacing is caused by lack of time to do proper testing.
Thanks :)
I originally intended to make it prettier and also add a difficulty options (like that on medium/hard it doesnt place toers randomly), but because I made it basically one day, i focused just on getting a playable game instead of pretty game.
Thankfully I managed to submit it in time thanks to he time extension. :)
"...the bigger the levels got the jankier the camrea movements got..."
That's because the game and generation doesn't have a good optimization, so it causes frame drops.
It's not as noticeable in the first levels because there's not much to render and update, but as the level gets bigger the number of cells increases as well which is most likely the main cause of the lower frame rate.
But since most people didn't play the game for long enough to get to higher levels, i spent more time on other things than optimizing the generation system.
Cool concept defending a spaceship and nice graphics, but the controls and aiming kinda ruin the fun.
Aiming with a mouse would be much easier, faster and more precise.
Idk why moving the camera feels like trying to move a 100kg object on an icy floor. It takes a long time to start moving at a usable speed and keeps going even after i stop holding the movement key(s).
Also the game shouldn't immediately start when i open the tutorial.
Ignore it. This is the worthless smartscreen sh*t that microsoft added in a comically bad atttempt to force people to use the landfil knows as windows store.
You should disable this piece of crap since it absolutely pointless and does literally nothing.
Yes, this is truly useless and servers just as a random annoying pop-up when running some programs.
https://answers.microsoft.com/en-us/insider/forum/all/disabling-useless-windows-...
Thanks for this great review. :)
I have made the tutorial like that because of the small time budget,.
I pan on adding more visual feedback for when you have unlocked the next level and low charge.
The decision to make the objective to collect 1/2 oft he map was made because the level is randomly generated. Originally it was something like 75% or some high number, but i changed it because as the levels get bigger they also get harder.
"the style of the buttons in the game play window clash with the style of art for the game itself"
Do you mean the side panel buttons that have a gradient sprite instead of the battery like menu icons?
Nice platformer game, but the controls and hitboxes are a little janky.
When i hold left/right and press UP, it rarely registers it. I get stuck on sides of things quite often and also "hang" on side of a platform.
The hang on side bug pretty much looks like what I dealt with in my game where if i mirrored the player sprite it'd miscalculate the hitbox or something and let me hang on right side of a platform.
I fixed that by instead of flipping the sprite, i swap the sprite for a mirrored one.
It looks like this was made in GMS 1. You can check Shaun Spalding on youtube. He has qute a lot of GMS 1 tutorials. :)