Don't Die, Thanks Bye!

Don't Die, Thanks Bye!

  • The Tin Whistle Consortium
  • 1 year ago
  • 37th


In this game, there is a collection of minigames that must be played through to reach the final boss.

Every time you play the game, you will get a random collection of puzzles that must be completed in the time allotted, unless you'd like a swarm of birds to come and ruin your run.

Each level has its own timer that will count down until it reaches zero. When that timer reaches zero, it will create one of three hazards to hinder your performance. Also, the game must be completed before another global timer reaches zero, or you will die instantly.

Each puzzle minigame will either be a platformer or a top-down game, but each have the same goal: Get to the key and get to the door.


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  • Kwisarts
    Kwisarts Kwisarts Level 50

    The game is too random and incoherent :c As mentioned, transitions are slow! And since you change games a lot, it happens frequently. The game is sometimes such a messss with levels having forktons of hazards that makes it way too difficult compared to the movement system that is kinda blocky and lacks smoothness. It's also too easy to get hit. It feels like there could be a difficulty ramp up, but you start in a random level, so the difficulty is never equal and makes it a mess. Starting with a pretty hard level (Oh I just noticed, the word level can be written in both ways)while having a very easy level next is... weird.

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley Level 11

    I died... a lot. I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :)

  • Ampersand Game Studios

    I thought the death animation was really cool. On the other hand, and I saw it a lot, maybe too much. I feel like what exactly I was expected to do in each level wasn't clear, and in one level I felt some of the jumps I was expected to make in such a short time frame were too demanding.

  • Fachewachewa


    Transitions are too slow.

    But the actual gameplay is too fast!

    Some levels are kinda easy, but the one with the bug jump at the start and the colored blocks really felt unplayable.

  • 89o
    89o 89o Level 18

    This was fun, but I'd say it was a bit too chaotic and hectic. On a side note, throwing someone straight into the storm won't help him learn. But hey, maybe that's what you wanted. Great experience nevertheless.

  • Veralos
    Veralos Veralos Level 33

    Neat game. It's interesting getting taken to any number of random levels. It keeps things fresh and forces you to think on the spot. However, the levels are bit limited and there isn't anything to stop you getting the same one multiple times - I saw the same levels a lot. The timer aspect feels a bit too downplayed since it's easy enough to beat levels even after it runs out. I did think the final boss was pretty cool though. The music and overall presentation is also nice. My score was 23.

  • Anonymous
    Anonymous Avatar Anonymous

    There are a couple things which bothered me about this game:

    1. Not being able to move diagonally was a massive hamper to my progress.

    2. I found myself in impossible situations sometimes; no matter where I moved, I would be struck by an arrow or flames. My only choice was to die.

    3. The transitions are way too long.

    Your sound effects, theme usage, and graphics were solid though. Unfortunately, I was never able to clear each minigame to reach the boss.

  • Anonymous
    Anonymous Avatar Anonymous

    That comment was actually quite rude of me. Still good game. Still good George.


  • Oilni
    Oilni Oilni Level 1

    I like it. This is good game. I much like it. I like it a lot.

    Good job, George!


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