Bottled Worlds by Patacorow
READ THIS: Save the game's executable in a folder or something instead of saving it to your temporary folder so the game can save! (you'll crash every time you finish a level if you don't do this!!)
Tiny creatures from four different planets want to eat all the metal in the world!
Coding: Yotam Frid
Art: Mati Ernst & Itamar Ernst
Music: Cave Story & Brother Android
Joystick support is available but quite buggy.
Made in Game Maker 8.1
(the engine was written from scratch for LD23!)
Tiny creatures from four different planets want to eat all the metal in the world!
Coding: Yotam Frid
Art: Mati Ernst & Itamar Ernst
Music: Cave Story & Brother Android
Joystick support is available but quite buggy.
Made in Game Maker 8.1
(the engine was written from scratch for LD23!)
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.56 | 49 |
| Audio(Jam) | 3.19 | 83 |
| Fun(Jam) | 3.35 | 50 |
| Graphics(Jam) | 3.80 | 70 |
| Humor(Jam) | 2.53 | 104 |
| Innovation(Jam) | 2.58 | 175 |
| Mood(Jam) | 3.11 | 83 |
| Theme(Jam) | 3.11 | 102 |
Hated the intro sounds, very aggressive. But then It went better, the music and sounds are good in game. Not perfect but I must recognized the efforts you put into it.
The gameplay is fun, not easy but not unbeatable, seems well balanced.
Graphics are clean. Somehow it looks like Sonic ones =)
Overall, looks like a funny game polished enough to be played and enjoyed.
Good work overall, thanks for the game !
Nice choice of soundtrack.
I'm not sure if I'm doing something wrong, but I feel the trailer showed off more attacks than I was able to do in the game - and I couldn't hear the sound effects that are in the trailer either.
To pull off different attacks other than just charging you can either hold up and attack to do a pointy nail attack or hold down and attack while in mid-air to crush anything below you.
As for sounds, check the options in the main menu, you might have them turned on.
If you're having trouble with some levels you can always exit in the middle using ESC and switch to a different planet through the start menu.
Thanks :D
Great work though!
What did you make this with? it has a very nice smooth feeling.
Amazing! Art, music, everything feels really polished! I went through the walls a couple of times (and died), but that's a minor issue that should be easy to clear up. The only suggestion I would have would be to make the enemies require fewer hits before killing them. Other than that, I really enjoyed this one (bookmarked it for later!) Thanks!
Looks kinda cool from the trailer, although I don't like how you used music from Cave Story in the game (assuming that was the game music in the trailer). Is that even allowed? Is that even LEGAL?
-AlucardX60
As for bugs, I can't fix them, it's against the competition rules. We were running out of time so we weren't able to do much polish. :(
I ran into a bug on the second level. After being attacked by one of the flying enemies, I bounced inside the wall and was trapped.
For some next-version advice, I notice that the background kind of lags behind the hero and the camera jitters sometimes mid-jump. You can fix this by doing the process that affixes the background's X and Y to the player's position right AFTER his or her movements have been calculated (begin step?), as well as set the view's X and Y positions to align with the player then.
I don't think I have a problem with the sound effects on their own, but it is quite jarring to hear the overlapping noises of the charging enemies at the same time- it becomes loud with a few of them going. This could be alleviated if you ensure no more than one instance of the sound is going at once.
It was nice when the bouncy things were introduced; I felt that they added a nice dynamic to the gameplay. With a character who has a narrow repertoire of abilities like this blobby thing- or Jumper, for instance- I observe that the most successful mix-ups come from capitalizing on environmental mechanics like this, and experimenting with their possible synergy.
Did you ask Pixel or Brother Android for permission when utilizing their music? Although it's freely available that doesn't actually imply anything about its usage license. Although if he has granted you permission to use his tracks or has posted that they were open for usage, disregard me.
I'd echo the sentiment of the charging enemies in particular needing a bit too much to kill. When an enemy doesn't change its strategy often enough, or when it becomes more damaged, I feel that giving it an excessive amount of HP oftentimes feels redundant- with the charger enemies in particular, it doesn't seem like it proves much about the player to be able to hit them enough to destroy them. The only thing necessary is just to wait until their invincibility animation is over with and hit them again.
Any projectile enemies are a bit better in this regard- their HP is more significant in that situation, because then the player is tasked with deciding to try and burst them down in a short period of time or instead attack and retreat.
Ran fine on my comp but I do notice a lot of people with slowdown woes. Perhaps if you deactivate any unused instances (do you already?) outside of the large box that follows the view, things would work faster.
Anyway I like it and I think it's promising, thus the detailed comment! It's crazy that you finagled with GM's horrible room editor to make so many levels in such a short amount of time, haha. Nice job! :)
Thanks a lot for the insightful review!
We constantly look at the comments here and we take all of your suggestions into account - that means your comment means a lot :)
Thank you everyone for the support, we're overwhelmed by the amount of comments we've got, since our last entry got no more than 8! :D
Thanks again, and good luck to everyone!