Rampage by PhilStrahl




Description
Rémy, the ram has injured himself and become hostile to anyone around him. You must lure him to the vet so he can get proper treatment without getting trampled and without Rémy injuring himself even further in the process!
Features
- Tutorial!
Controls
(The tutorial will tell you also) - WASD to move - SPACE to dash - SHIFT to drop ram bandages - Esc to quit at any time. - Alt+ENTER to toggle full screen
Please play with audio on. There’s music!
Gameplay
Since it's Windows only (sorry! 😥) here's a full playthrough of the game: https://www.youtube.com/watch?v=VBOQR8yjoGk
Post Mortem
https://www.youtube.com/watch?v=jmIqZzYLZz8
Code Review
Here's an archived stream of me going through my code step by step https://www.youtube.com/watch?v=Y4GipZyIs
Credits
A game by Phil Strahl a.k.a. Pixel Prophecy made in a frantic 48 hrs. Started in Game Maker, restarted in Unity, then restarted in Game Maker again. Yes, that hurt.
Versions
1.01: Corrected typo and a stray tile (thanks, ROAR!) 1.00: Initial release
I've been told that it works just fine under Wine in Linux (thanks, @linluk!)
Ratings
| Overall | 16th | 4.22⭐ | 86🧑⚖️ |
| Fun | 36th | 4.125⭐ | 86🧑⚖️ |
| Innovation | 104th | 3.959⭐ | 87🧑⚖️ |
| Theme | 40th | 4.276⭐ | 87🧑⚖️ |
| Graphics | 40th | 4.355⭐ | 88🧑⚖️ |
| Audio | 23th | 4.135⭐ | 87🧑⚖️ |
| Humor | 175th | 3.518⭐ | 86🧑⚖️ |
| Mood | 216th | 3.624⭐ | 87🧑⚖️ |
| Given | 23🗳️ | 42🗨️ |
Level 3.. maybe 4 gave me problems as Rémy died the first 5-7 times before even getting through the first rock. :/
Loved everything about the game.
I managed to win without too much trouble - I would have loved to see some harder levels!
* The sound effect of the ram charging is pleasant when you hear for a few seconds. But when it repeats for too long it gets annoying, even more at the beginning of the game :(
Things I liked:
* The art is very cute and beautiful.
* The music is something that I would expect from a paid game, it's awesome!
* The level design is interesting. I understood immediately what I had to do at each level. They are neither too easy nor too difficult, well balanced.
* It has a tutorial! And it teaches gradually with instant feedback, very nice! It's cleaner than what I did in my game, which was simply writing things directly on the screen.
I remember you saying in one of your videos that you don't know how to make fun games. This game is really fun! And absolutely beautiful too. You should be proud of yourself :)
Nice art style, and the overall atmosphere of the game feels good. Maybe too much signs on the tutorial level, and as others said it, the ramming sound spam was a bit unpleasant :D
One problem with this idea is that implementing a this kind of AI under these circumstances... is risky.
But as it seems, it's ~kind of predictable~, and even if I failed a few times on the last level in the first few seconds... After a while I muscle memorised the patterns of controlling the beast. Or got lucky. :smile:
How does the AI work?
It was a fun game, good job! :)
The game was fun. It's one of the few I actually played till I beat it. That isn't just cause I love your postmortems either. The game is engaging. The tutorial portion (signs) was almost too long but ended just as I considered, do I really need all the sign info?
The audio was great. It wasn't overpowering or obnoxious, a real solid loop. The light air and mood of the art style and music made for a very pleasant game experience. It wasn't really funny but it didn't seem like it was setup for that. Innovative? Well I can't say that it is at it's base level. There are tons of escort quests in games and a few I can think of where someone/thing is chasing you. But none that I can think of that you had to keep them alive while they were trying to hurt you.
Overall, I felt the game was great and I really enjoyed playing it.
If there's one thing that would mnake it even better for me, it would be arrow key support. My fingers *still* haven't learnt to handle WASD easily...
@jetthesimon Thank you nonetheless for dropping by and watching :)
@incd021 Thanks you! Yep, I was lucky in the first (and only) test-run of the level and I though, "Yep, that's possible"
@lemons Congratulations! The difficulty curve seems to vary greatly from person to person 😅
@bereg Thank you for playing. Already in the works :)
@eduardo-yukio Thanks for the detailed feedback. I agree with the audio issues, I didn't have the time in the end to avoid sound-stacking. I am really glad that you found the game fun and knew what to do in each level 😊
@mudlee I wish! Sadly with Game Maker it's much more complicated to do than with Unity, with setting up and running a Mac or Ubuntu host and connecting to it via network and such, sorry! But I'll put up a video of the gameplay later :)
@rob-parker Thank you so much! The tutorial level came pretty late and it was a bit too big for what it was, I agree :)
@james-7777 Thank you, James! :)
@tudvari Thank you so much! You're not the only one who grew a bit tired of the tutorial text boxes and the collision sound in the first level! As for the AI, I will do a code review and explain how I did it but don't expect too much. In short, the ram is lerping roughly to your position.
@psychic-ash Thanks for playing to the end and taking the time to post your feedback! I placed the signs anticipating that players would grow tired of them eventually, that the most important aspect (dashing) gets mentioned first when players still pay attention (I hoped!) ;)
@frank-gevaerts Oh dear, next time I'll start with a solid input controller that supports more than one key assignment as a quality-of-life feature!
@acidviper Thanks for following my tweets on the game's progress! Yeah, most of the time I start with nice visuals to stay motivated to work until things start to come together in the code. And yes, I spent too much time on it, that's why I barely managed to have more than one "serious" level. And the difficulty curve is hit and miss 😅 But I might not put the game aside yet...
@xpost2000 Haha thank you, if I never need a store description for the game, "a bit interesting" will make it in! :) And I had more ideas for interactions (pushable blocks, for example) but I squandered too much time painting rocks 😅
@k4v0x Thank you for playing and enjoying the game! Seems like you mastered medipack use in your session already! 😊
@johannimations Thank you for spending valuable minutes checking out my little project! There's no rush, focus on your game! Oorah!
I really like the game. The tutorial is short and sweet which is good.
The initial tight spot might be a bit unforgiving but I will keep on playing it!
p.s. the onboarding was nicely done with the notices spread out was a really nice way to set up the story and everything, and sidestep the wall of text tldr issue.
I had much fun playing through it :)
I am really curios about how you made it (aka the Post Mortem for this Game :)). I love the music and art style and the controls are so smooth and fine.
For me this one seems quality-wise as maybe the best entry you have ever made (of those that I have seen).
@charliegray Thanks, Charlie! Coming from a unicorn I definitely take it to heart! 🥰
@binaryprinciple I am glad you found the underlying game fun since my usual approach is to distract the senses with presentation from my threadbare "game design". You're the first to call the tutorial short, btw; and you're not the only one who struggled with the (poorly tested) later levels.
@armyantsstudios Thank you! I am happy with the concept as well, glad you enjoyed the art style as well!
@automatonvx Thank you for playing! I would have liked to have more levels that ramp up in difficulty gradually with some really hard ones in the ending, but for one thing I was lacking the time (= the usual excuse) and proper testing. Some people found the levels too hard, others too easy. My take from this is: Testing! And I am mostly happy with the tutorial level as well, glad it worked out :)
@Pie-Tras Thank you for playing and the comment, I'm glad you liked it!
@mudlee Yes, I did. but don't listen too closely, it's very sketchy at times 😅
@spacemonkey Thank you! I am considering to add a little to it in the weeks to come. More levels, more mechanics, and most importantly: MORE POLISH!
@maksym Thank you so much, Maksym; 5 out of 5, that's too kind! (No really, I feel overrated, but I take it! 😅) I was very close to giving up on this one but I am glad that I didn't. What I like about the Compo is that after 2 days it's over at least, the jam was almost too long for me to endure. I'm getting old! ;)
@neowhoru Aw thank you! "Masterpiece" might be a bit too much but nevertheless I am proud of the end result. And you even liked my very Gamer-Maker-y controls! 😅 There will be a post mortem, of course! I recorded a lot of footage for this one.
@banzi I don't know either, a lot of it was just sticking with the first version of something that barely worked (e.g. level design, music, sound effects) because I squandered a lot of time with doing the art 😅 And thank you for the praise, I also feel that it's one of my best jam games in terms of how the individual elements are complementing each other. It flt like I almost knew what I was doing. Almost. 😅
@ilikescifi Wow, 5 stars, you're too kind! And you even find it fun to play! That's something rather unprecedented in my game making. I guess I'll keep working on it for a little longer then... :)
The game plays very well. I love the graphics the art and the level design. Although the level where you start on the other side of the mountain is a bit weird because ramy dies quite quickly.
I think you didn't account for players dashing diagonally. Are you maybe not normalizing the input or movement correctly? Dashing diagonally is way faster than dashing vertical or horizontal. I used this glitch to simplify the harder levels :D
Man I want to see your post-mortem so bad now :laughing:
Cool little game, liked the tutorial, it felt like I was already playing the game and not an introduction. I liked how you introduced Remy and then explaining the mechanics about him being off the screen when he is actually off the screen, these are details but details that feel good without realizing it most of the time.
Like others, I hoped it was longer, but if you switched engine two times during the jam, then it's totally justified :D
Will you do a feedback stream ? I remember you playing my game from LD44 and it was great :D
@noel-widmer Good thing you found it, thanks for checking out my little game! As for the last level, i wanted a bit of a challenge because I was running short on time and wanted the game to have a bit more playtime... And you're right about diagonal movement. I did the whole movement/collision code twice and the second time around I thought I already had accounted for diagonal movement. 😅
@aspect11 Thank you for playing, Aspect. Rest assured, there will be a post mortem on it.
@redhermit Thank you so much! my experience was a roller coaster this time but I am very glad I pulled though. And I am intending to keep working on it a little more since so many people complained about the lack of more levels! Glad you see potential in this game as well. Just don't listen too closely to the sketchy music ;)
@splitpainter In that case I should have paid a little more attention to it so it withstands multiple listenings ;)
@cocapasteque Haha thanks, the post mortem is going to be interesting, I think 😅 I am glad you enjoyed the tutorial setup as I couldn't iterate over it, it was pretty much set in stone from the get-go. And yes, I'll be doing another series of "Phil Plays Your LD Games", once I have things set up I will tweet a link to the submission form and do a post on ldjam.com as well
Looking forward to seeing the Post-mortem of this!
I would also wish for more levels, but I know how much trouble you had implementing what we do have as is, so... I'll take it! I almost lost Rémy to the wall on that last stage, but that's fine, I pre-emptived a line of bandages to slow him down and saved my dash >:)
@ladymistleaf Thank you so much! I wanted to escape my usual darkness for once, so I am glad it worked out! Yeah, the last level was intended to be a bit of a challenge and tested once. And I got lucky 😅 I think I'll keep working on the game for a bit, polish a little more and add some more levels. Glad you had fun playing it!
@jiri-hysek Thank you, Jiri! I guess we both took the cute route this jam ;) And I am sure you can guess the answer... 😅
I like the way you use sounds to indicate the ramp's movement, so you can be prepared and not be hit by the ramp when it starts charging off screen.
The last level had me thinking for a bit until I remembered that the ramp won't try to charge at me from a distance.
It made good use of the mechanics and was indeed a rise in difficulty, but it definitly wasn't too steep, at least imho. :smile:
The first thing I noticed was an options file. The only value in it was called "SleepMargin" and of course the first thing that came to my mind was to put some obscure value there and see what it changes. It changed... nothing. :/
Jokes apart, this game is wonderfully polished. Bondages even bounce from the walls so none of them are wasted (of course they are, but by player, not by mistake :) ). Rémy breaking the rocks without losing his health in the tutorial is a nice touch to show he's deadly power. Art style is surely different from the other games of yours, but still the author's hand is easily recognisable. I like every single bit of it. Great work!
It looks and sounds great and is a lot of fun to play, it also gets quite frantic and thrilling towards the end.
Would love to see an extended version of this with more features and levels. Great job overall!
Great Sound
Awesome Music
A fantastic Game but unfortunately a bit too short. Would love to play it longer.
Well Done
My only criticism is I wish it was longer, so you could explore this mechanic further, the game felt very short after a lengthy tutorial. I was also hoping for a cool satisfying ending of sorts. (I bet you had one planned out but it's LD after all :smile:)
Sound was nice too, the colliding sound with the rocks felt very fitting.
Graphics were nice, and seemed very polished.
If I could wish for one thing, it would be more levels to enjoy the game :)
Greetings from Emil, Andreas and some new teammembers, maybe we'll see each other at some gamedev events like at gdd Graz last year, once those become possible again! :)
@yngvarr Oh, you mean options.ini? That's something Game Maker creates when building the .zip, I have no idea what it's good for. I guess that makes two of us now ;) Thanks for noticing that bandages also bounce off, I wanted for players to even "throw" them but, you know, there was not enough time 😅 Thank you so much for playing!
@erkberg Thank you so much, Erkberg! I am planning to polish it a little more, especially controls, art, and level design, maybe add another mechanic or two... we'll see :)
@deathstorm That you for playing and streaming my little game! I am very glad when you say that it's too short because that means you had fun with it :) So I will keep working on it a little more :)
@glaciereclipse Once I had a title, an ending, and the first level, I realized that I needed to teach players everything about the game and the tutorial level ate up most of the time I still had at that point 😅 And like I said before: I will keep working on it and add some more levels
@invixel Yes! My first game with (somewhat) fun gameplay! More levels are in the works! :)
@devemil Hey Emil, thank you so much for playing and your feedback! As for the "goal" circle in each level, I wanted to have some kind of bridge or path that would lead to the next level and a hospital tent at the very end but then realized that it would be a bit constricting in where I could place these level exits. The helipad-like design was more of a stand-in and, well... it stayed 😅 And I too hope to see you all when the next GameDev Days in Graz are happening, whenever that may be :)
Now I wish there were more levels to play. :smile: Well done!
I've read through the other comments, and the only thing I couldn't find (but maybe I skipped over it), is that shift + WASD + space can give your hand a bit of the cramps :smile:
(Especially if you use the wrong shift for this, but still...)
(Also jealous of the excellent tutorial... One of these days, a game of mine is going to have a playable tutorial, one of these days...)
Edit: Just remembered:
- It's a zip bomb (that is 'extract here' puts all files in the current folder).
- Some of the passageways where a little small, which could let the cat get stuck between a rock and a hard ram. Maybe you can do something with shadows to better indicate where the character is viz-a-viz the obstacles?
i really liked the look and feel of your game. sadly it was a bit short, but hey its a jam, and i got these comments alot too. and its definetly a good thing when a game feels short.
i like the sound effects and the mood of you game.
i stumbled across your entry after watching your ld45 "thanks for nothing" post mortem on youtube. nice video by the way.
tech note: i played your game on linux using wine and it worked perfectly :-)
Well done there.
I didn't encounter any bugs or strange behavior. Well, maybe except for one. In the level where there are four blocks and one path in the middle of them, Rémy seemed hell-bent on smashing as many blocks as possible. It didn't really matter where I stood or whether I was moving or not - he just kept on smashing till satisfied :wink:
Other than that, everything seems to work as intended. And I successfully saved Rémy!

@brylamare I added it because I wanted to make sure that the trees really stand out against the background but I agree, it might be a little too strong now. Thanks for playing!
@remco At first I had Shift for dashing but if you hit Shift multiple times on Windows 10, it would switch to handicapped mode, start a screen reader and beep every time so I went for the next best thing 😅
About the zip-bomb: Blame Yoyo Games because that's how their GameMaker zips the games and I didn't consider it to be a problem. And the passages I barely tested and since I saw my wife navigate them just fine it meant "Test Success!"
@linluk Greetings to Austria from Austria! Thank you for watching and playing my little game. And also thanks for confirming the emulated version, I will update the description to let people know that Wine is an option to Linux users :)
@ovid Thanks for enjoying the whole package, Ovid! Much appreciated :)
@nizlow Thank you! :)
@thx4nothing Thanks for noth... I mean thanks for playing! :)
@mineiwik Glad you like it! As I was running low on time I didn't balance the game's difficulty sufficiently so the last level is a lot harder, I feel. Sorry!
@gelgavish Thanks for playing and enjoying the game. I always seem to make things harder for myself, don't I? At least it worked out. This time...
@lazzydev72 Doing my best, thank you! :)
@fabula-rasa Thank you very, very much! I guess you didn't come across any bugs because of the game's brevity because I would assume there are many ;) About the situation in the 3rd level you describe, well, it's funny: I had my wife playtest the game and she managed to have Rémy go straight between the blocks at the first attempt (something I still haven't managed!) and that was proof to me that it was possible. But at least I can assure you that nothing in the code inherently makes Rémy go to town on those blocks ... I think.
Any congratulations on finishing, glad you managed to lead poor Rémy to safety and thanks for the comment!