MARCO WAS HUNGRY
Help him find some food.
Move with whatever you want (WASD, ZQSD, arrow keys).
Jump with up or space.
Restart a level with R.
If that's your thing, you can also switch between 60 and 30 fps with P.
And if you're good enough, you can press B on the ending screen to access a secret-bonus-WIP level (it's bad).
Playing with sound is highly recommended.
Being colorblind is highly inadvisable.
As far as I know, the web version works almost as intended. There's just this weird issue with jumping, nothing too serious, but you'll sometimes keep jumping when not releasing the jump button.
Maybe there's some framerate issue, but I'm on an actually burning laptop who hates web browsers, so I think it's just me.
Also, on both versions, avoid pushing crates already touching walls, for your ears' sake.
Music made in Bosca Ceoil, sounds in bfxr.
Voice acting by "Harry", from that free texttospeech website.
And if you're curious, the levels were rendered in Magica Pixel and used as background, and this was very dumb.
What? Who's Thomas?
Fried is the only way. Really tight platforming controls and unique art style. You play as a block, but it is rendered with movement and life. The puzzles were well thought out and everything felt polished and responsive. The whole thing just felt complete and stable which became immersive in itself. Really solid puzzle platformer all round.Submitted
I got stuck on the third/fourth level. I have no idea what I was supposed to do here. I suppose I need to push the crate on the pink button for the exit, but I cannot reach that crate which seem to require a jump I am unable to pull off. Would help to have coyote frames; but despite many tries I was unable to reach the crate
I didn't expect the voice narrative there, nicely thought!Submitted
I liked the game and narration, I read the description after the game, and missed supersecret wip level :U Thanks for letting us know which Text to speech you used, it didn't sound robotic. I liked the puzzles, and graphical layout was good, it was better to use that software you used than just tiling up same blocks everywhere. Now you got shadows, and bit variety there. I think GMS has problems with HTML when starting sounds, everytime it starts new sound it stucks for longer periods of time. I had same problem with my game, and that is why I didn't release HTML port, as I had many sound clips playing all the time :/ But good job!Submitted
Yeah I'm proud of the look of the levels, but it really took a lot of time and then I couldn't change my levels in game maker without doing it all again. Anyway I endend up doing more polish than other levels, so I think it's better in the end. Btw the WIP level is not good and there's no art, only colliders, so you didn't miss much :P
That's a weird bug for the HTML port, I didn't have this issue while playtesting and have never seen it before I think. But it doesn't really surprises me, there are always issues when exporting to HTML with game maker :(
The dialog is great and the puzzles are quite challenging. Some of them could possible be made a bit more clear as to what you're supposed to do. I don't really know much about making puzzles, but I feel that a puzzle can be clear about what you can do without giving away the solution.Submitted
Thanks for playing! :)
Well, for puzzles one of the main thing is playtesting I guess :D I had a few people try the game and nothing really came up, I did make an effort to "explain" the powers with the dialog to be sure. Do you remember what puzzles/levels weren't clear enough? You can edit or hit me up on discord (same name) if you want to answer.
I already know the first one with crates could have done a better job, but I didn't have the time on day 2 to remake/add levels, and since I used background I couldn't make quick tweaks :/