A game, where death, is nada! In this short-play platformer, you'll take on the role of a young boy, looking for something!
Will you find what he's looking for?
Well, you're just going to have to play and see!
(Do read the monologues fully, as they contain the tutorials)
(Feedback is appreciated)
I enjoyed the game, it's good. However, as stated below many times. This was not created in the 48 hours so goes against the spirit of the jam. It's quite obvious that this wasn't created in 6 hours (as you have stated you only got 6 hours to work on this) and is in fact just a copy of your existed game with a new mechanic added and some minor sprite changes. Nothing else here was done in the time frame.
For these reasons I believe this submission should be disqualified.
That all being said, don't be disheartened by this feedback. Just because the submission breaks the GM48 rules doesn't mean it's the end of the world. It is a good and fun game, I like the art style you're going for (I prefer the original over the jam sprites) and the mechanics you've got, so I hope you carry on with the actual game, as it is something I would be interested in playing once you release it!
Fachewachewa Level 37
This is a really well polished game, but I'll be honest: it really feels strange to have something this polished in 6h, especially since it's so close from the game you're working on.
Anyway! I played on the controller and had to guess what buttons to use (and I think I had to press X instead of A or start at the beginning?).
Like other have said, the levels are too long with the same obstacle over and over again, that's really not that engaging. I'm also not a fan of the "use your corpse" mechanic, we often see it in jams and you didn't really bring anything new to it, and it ended up forcing the player to go through the same path multiple times, without any real challenge.
Last thing: is your GMS version not up to date? It still has a previous bug where running the game fullscreen on a high refresh rate monitor speed up the game
Firstly I thought this was good game and made in 48 hours, but the anonymous has stated similiraties between other game. Sorry, but I don't this is qualified.
The jump feels nice, and I can see the sloped tiles working well; and well done for not relying on screenshake to communicate impact. I enjoyed the motion of the character, something that platformers must get right.
However, it must be said that your game is almost identical to a game you made previously to the jam. A comparison page that shows your GM48 submission and previous game (https://www.youtube.com/watch?v=oSkiLQXnYTM) can be found here: https://imgur.com/a/ZPgMUGU This comparison shows remarkable and undeniable similarity between not only the sprites, but also the particle effects and mechanics between your GM48 submission and your previous game. In fact it goes beyond similarity.
Furthermore, in a feedback reply below, you stated that you only worked for 6 hours on your GM48 submission. For both these reasons, I believe that you modified your existing game to make this GM48 submission. I don't think this game should be judged on the same basis as the other jam games whose creators have poured their immense efforts into theirs within the 48 hour time limit only to be disadvantaged in comparison to this game which you may have had weeks if not months of extra time to work on than theirs.
Aside from that, good luck with your game, because it's pretty well made, and one which you should definitely continue.
RedShopGames Level 2
I like the game but a bit dissapointed as I saw a similar version of this that you posted a while ago in the GameMaker Discord server, absolutely lovely game but do be cautious next time around!
Mohamed Walid YOUSFI Level 2
First of all congrats for achieving such a nice work in 48hours only! the graphics are awesome and controle is so tight, precise and responsive!
Now speaking of the main mecanic of the game which is using your own corpses to your advantage, my game literally have the same idea where you have to die several times to make the level "winable", the only issue I found in your game design is that the corpses can only be used positively, what I mean is that the player can leave as much as he wants without worrying. I think it would be more interesting if the corpses can be punishing too when spawned in the wrong place, think about it.
Well beside this, there are tons of people that commented on my game saying it wasn't original, while we thought we had found a new idea, apparently it already existed somewhere in this game dev world, so I am saying this so you are aware of the situation
good job again and goodluck
Kwisarts Level 42
- Add more variety in a single trap room. The last room with spikes was very tedious because I had to do the exact same thing from the beginning to the end (jump right until I die, then do it again until reach the end of the level). The second part of that level was unnecessary as you were pushed to make the exact same moves and it just isn't very exciting. Up until this point, it was okay, but i'd just recommend shortening some places. Once we beat a trap, we feel bored if we have to do it mechanically over and over again without the satisfaction to have used skills
- I agree with 89o, not exactly sure how the relation with the theme works
- controls felt a bit uncomfortable to me, I don't imagine playing it for a long period of time. I think the best way to comfort is not needing to move your fingers too much, while the azd combo felt uneasy for the hand
- It would be nice to be able to speed up the text by pressing a key or something. (I'm a fast reader) I wanted to read it all, so didn't want to skip it.
That said the game is nice and working. It's kinda fun and several rooms!
Now, please don't take the following personally as I think you have potential:
I gotta say I am a bit disappointed that you didn't take a bit more risks regarding your game overall. It feels very similar to the game you've been sharing in the gamemaker_showcase channel. I trust that you genuinely worked on the game (and its code) for the 48 hours only and didn't copy it from your other project, as I know you've redone sprites and didn't include a music. But despite that, it feels too close. (the movement, the sprite work) The new thing is the corpse mechanic. I think that goes against the purpose of a game jam and that you should try to take more risks, or do something different from what you're usually doing.
It'd allow to take a break from your project, try new things, have fun and eventually even creating something you wanna continue working on. I know I did!
Aside that, good job :)
Thanks for the feedback, I understand quite a bit of what you're saying here.
I would have loved to put a ton more into the game, but my family and I was travelling at the time, so I wasn't able to fit much in, and if I had the time, I would've changed a ton.
I also realized the control scheme wasn't good, and changed the roll button to just "X" in the post mortem.
Looking at the project use time, I was only able to get around 6 hours of work in, and I can see this as a learning experience for the next game jam.
I hope you enjoyed the game!
89o Level 11
Wow! Good job!
I loved the art (even though the particle effects were a bit weird), and the story was great. It would have been even better if the character got involved into deep philosophical thoughts. That being said, I'm not sure if it really fits the theme, since technically there is a death state, and it could certainly use some music.
g0ldent0y Level 1
I loved the idea. Using your own bodies to progess is a neat concept. One minor issue i have with it is the repetivness it sometimes evoke though... since you have to die in certain levels several times to place the bodies, it can get a bit tedious.
But overall i loved it. Sad your music guy dropped you.
Adrien Dittrick Level 4
That was all right! Nice graphics and visual effects. The room with all the spikes was a pain to navigate though.
Ivar Level 17
I don't know how the aesthetics could possibly be better. You got good animations, particles, squash and stretching and even some animation in the background.
I also really think the controls feels good and it's more than just running and jumping.
I don't really like the main mechanic (jumping on corpses). After dying a dosen of times, you can just walk straight over to the goal, which makes it unnecessary to avoid the spikes in the first place.
Also, you need sound! You can't be Celeste without music.
Thanks for your feedback, it means a lot to me! I know quite a few people have complained a bit about the main mechanic, but as a solo developer, it's kinda hard to smush everything into one huge project by yourself. I also, kinda regret not trying harder on the code and level design, but I didn't get nearly as much time as I was hoping for, simply because my family and I were traveling at the time. Also, my composer is on the music!
Thanks for the feedback!
Rainhet Level 1
So moving is WASD or arrow keys, jump is Z. I got past the first level easy, and the second?...
Pushed the block into the hole, then both sides are a dead end and I can't do a thing. maybe it's just me but that's really confusing
Maybe have a tutorial? or put something in the description?
Edit: You can break some barriers with A if you're near them so no dead end
gary butler Level 7
Agreed with Linkyu. Fun until I had to walk over my field of corpses several dozen times in one level. But solid concept, just different level design the tutorials great and some of the others are too, but some bad apples really bottle-necked progress .
Linkyu Level 3
I like the concept, but sometimes trekking back through the level can really be a drag. Could maybe be circumvented by introducing "save points", where the player will return to upon dying, instead of the level's start?