A Long Road to Happiness by Wish I Was an Astronaut
DISCLAIMER: This game is hard, and has a steep learning curve. One might venture to say that I enjoy torturing those who only want to be helpful and rate my game ;)
A game where you control a young protagonist named Violet in her search for a cat that she finds too fluffy to resist.
On this journey, she will encounter a large population of signs and other curious yet naturally occurring lethal deathtraps, and eventually (read, at the end of the game) learn a useful lesson about evolution: That it's terrible.
Controls are all explained in game, but only if you don't figure it out yourself. I aimed to have a tutorial system that doesn't treat the player like a three year old.
Features:
- 40 levels of increasingly difficult platforming spread across 4 different areas. The platforming is based off jumps, double jumps, wall jumps, and even placing your own blocks. There is also a workaround allowing you to skip levels if you have failed them a lot.
- An intuitive tutorial built into the early levels, allowing to to figure the game out on your own if you can, and helping you if you can't
- A soundtrack straight out of Hollywood, heavily orchestral, albeit a little short, and sound effects which fit in with the music.
- Cloth physics based graphics allowing for your character to have a dynamic hairstyle and dress.
- A level select which remembers what levels you have beaten , even if you quit the game.
- A perverted signpost and several Marilyn Monroe moments
- A terrible "I really hate this theme" last minute storyline.
- A cat. 'Nuff said.
A walkthrough will be coming up in the near future.
A level editor will also be released shortly afterwards.
KNOWN BUGS:
-Sometimes you will lose a placeable block for no apparent reason
-You can trap yourself in a freshly placed block
The game was made in Gamemaker 8.0 pro in case any of you want to check the source.
A game where you control a young protagonist named Violet in her search for a cat that she finds too fluffy to resist.
On this journey, she will encounter a large population of signs and other curious yet naturally occurring lethal deathtraps, and eventually (read, at the end of the game) learn a useful lesson about evolution: That it's terrible.
Controls are all explained in game, but only if you don't figure it out yourself. I aimed to have a tutorial system that doesn't treat the player like a three year old.
Features:
- 40 levels of increasingly difficult platforming spread across 4 different areas. The platforming is based off jumps, double jumps, wall jumps, and even placing your own blocks. There is also a workaround allowing you to skip levels if you have failed them a lot.
- An intuitive tutorial built into the early levels, allowing to to figure the game out on your own if you can, and helping you if you can't
- A soundtrack straight out of Hollywood, heavily orchestral, albeit a little short, and sound effects which fit in with the music.
- Cloth physics based graphics allowing for your character to have a dynamic hairstyle and dress.
- A level select which remembers what levels you have beaten , even if you quit the game.
- A perverted signpost and several Marilyn Monroe moments
- A terrible "I really hate this theme" last minute storyline.
- A cat. 'Nuff said.
A walkthrough will be coming up in the near future.
A level editor will also be released shortly afterwards.
KNOWN BUGS:
-Sometimes you will lose a placeable block for no apparent reason
-You can trap yourself in a freshly placed block
The game was made in Gamemaker 8.0 pro in case any of you want to check the source.
Ratings
| Coolness | 46% | 618 |
| Overall | 3.68 | 58 |
| Audio | 4.04 | 8 |
| Fun | 3.25 | 154 |
| Graphics | 3.79 | 97 |
| Humor | 3.33 | 62 |
| Innovation | 2.83 | 379 |
| Mood | 3.52 | 60 |
| Theme | 2.22 | 621 |
Great graphics, music, hard, clever levels and humorous signs.
Awesome job, well done! That's five stars!
And yeah, I got rather frustrated with some of the physics (notably the double jump's habit of making you turn quickly, dunno if that's what anyone else thinks), but by that stage, I had done too much level design to turn back.
Put in the level skipping as a sort of apology for that :P
Thanks again!
Thanks for the reminder :P
A great entry nonetheless.
What I didn't like were the controls. I looked through all the levels, and they were all pretty well made and were all interesting. But IMO, the controls are not precise enough to handle all of the precision jumps. In IWBTG, the game is filled with very precise controls, and you have VERY precise control of your character.
I haven't played Jumper 3 in a while, but I liked the way the character accelerates horizontally. IMO in a game with precision jumps, your character should accelerate the same in the air or on the ground, but that's subjective. Also, I wasn't really able to get used to the character accelerating so fast. I found myself having to tap the arrows extremely lightly and quickly. I would have preferred the character accelerate more slowly, so you have more control, and more time to react. And I was also confused as to why, when you double-jump, you instantly accelerate to max velocity in that direction. To me it made the character hard to control. And as a small point, I think that wall jumping up the side of a wall should have been a little easier, but I guess it was easy enough.
Idk. I guess I just thought the controls were a little finicky for some parts. But I really did enjoy the challenge in some of the levels, even though I was only able to beat 15. The levels were pretty fair. Also, I thought the placing block power-up was pretty cool. There's a lot of content for must 48 hours. Nice job!
Sorry I rambled a bit. I just had a lot of thoughts I wanted to get out about the game.