WASD to move
SPACE to jump
E to shoot Waterbolts
Concept You have to climb evergrowing trees, defeating monsters on your way and growing parts of the trees (the vines) yourself by watering them.
Credits Music was made by me, sounds were royalty free sounds/sounds that came with GameMaker
Yosi Level 29
Took me a bit to understand what was going on but I managed to win! I like how the seed grows into a ladder at the end of each level.
Ash Level 1
Not too bad at all - I kinda felt the art and music together reminded me of being nausious (haha not that the game was nausiating) but it was cute... Any opportunity to play as a lil' furry one is appreciated.
The controls weren't amazing, I wish the shoot button wasn't right next to the Restart Level button :O
But overall I had fun!
Cute little game! The jumping was a little floaty for my personal taste - and considering you only have one life it was a little awkward when trying to dodge the enemy projectiles. But it wasn't that bad - having checkpoints per area meant you weren't set back too far anyway.
The art and mechanics are very simple - but you've made a fairly complete game. I'd much rather a more complete experience like this than a half finished thing that has a few more pretty sprites, so good job! Well done on your entry :)
Tydecon Games Level 17
Blimey, made with GM8.1, that takes me back! This has some commodore vibes going for it, I like it
Gamemaker 8.1 yeaaah boiii! Surprisingly solid game for how simple the mechanics and art were. I enjoyed the music, and did play to completion. Please fix jumping. Solid submission.
Thanks for playing! Mind telling me what did not work exactly with my horrible hack of jumping and gravity code (that somehow actually works :))?
Sure! So a lot of platformers will scale how high you jump based on how long you press the button. In this game, you jump relatively high compared to the average height you actually need, so a lot of time is spent just waiting to come back down. (The blocks were only 1unit high, you jump like 3unit high, etc)
I'm going to go out on a limb and assume you did jumping by adding a negative vspeed to the player as well as a positive gravity whenever they press up. A quick hack would be to simply check for a release of the jump button, then divide the vspeed by 2 (or some amount) if it is below zero at the time. That way it isn't an immediate jolting downwards motion, and allows for more granular controls.
This is kind of long already (sorry), but while on the topic of controls I also wanted to add that you should move the shoot button somewhere not directly next to the jump + movement buttons. Like enter could be shoot or something, so you can use another hand to shoot while jumping.