Love this screen effect and music, as this title.
The visuals and music of this game are very nice, but the gameplay was really frustrating. The collisions are super buggy, the controls aren't responsive and seeing "You suck" everytime I died for the input lag or by being stuck between a wall and a spike made me ragequit in two minutes. The presentation of the game on your description is awesome, but, really, this is Not The Game I Expected. For a two hour only work, you really did a nice job, though, I'll give you that.
I really liked the shaders/other visual effects you used. They really fit the aesthetic of the game. Well done for only 2 hours! There are some issues regarding collisions, but overall it was a fun experience :)
Fast paced, fun game! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/Ub8Q0nEDs3I
For only having used 2 hours on this, that's pretty impressive. Ignoring that fact, yeah, this wasn't the greatest, but hey - a game is better than no game!
The worst part about this game is definitely the collisions, yes, even worse than the lack of visual feedback for the invincibility.
I mean, I love the shader, and the music was great, this seems like it could be a really fun game because of the idea and level design, but those spike collisions really break it and make it too frustrating.
I still ended up beating it (The end is just a spikewall anyway) And I had a ton of fun, but I feel like it would've been so much better if you had more time to work on those small things.
For 2 hours, that's impressive! But yeah, got stuck third level, and the controls are kind of bad. I think we should be able to jump with up, as it's often the case . Or at least, I find it better than space (anything is better than space, actually) Aside that, I like the way you take damage! the game is fast paced. :)
EDIT (reply): For the game on its own it's more of a feel matter so I don't know. As for the jump, I personally go with the "up" key (w for example) though you can just try keys to see what feels right; think of how your hands are placed on the keyboards. People tend to go with j, k and l for example; see what feels the best when maping. I find space to be a tad annoying but that may be personal (i'm not the only one with that preference though)
I like the concept of becoming temporarily invincible to navigate hazards but it seems a bit underdeveloped here. The main issue is that here really needs to be some indication of when the invincibility is active and how many uses you have left as most of the time I wasn't even sure if I was using it. Other than that the controls all work pretty well (though you should mention the double jump in the instructions). The graphics are pretty standard but the CRT shader looks cool and I enjoyed the music.
I'm really sorry but the game doesn't run for me I get the below error. I can hear the music though.
FATAL ERROR in Vertex Shader compilation ShaderName: sh_CRT
D3DXCompile failed - result
- Just tried Admin Mode with same result. -The new surface pro doesn't seem to have the directX component installed to make this work?
-founds the solution! You have to install the old directX runtimes as gamemaker seems to reference these. Not sure why? Here is the link to down and fix : https://www.microsoft.com/en-us/download/confirmation.aspx?id=8109