https://www.twitch.tv/videos/2663483699
Great spritework, but I got filtered by the movement. Sorry.
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Photon Blade's itch.io pageComments
nice spritework and a interesting concept of fighting game controlled time-trail game. i played with a controller so i don't know what 3 is as an input, but it doesn't matter because an error happened.
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ERROR in action number 1
of Alarm Event for alarm 2 for object obj_next_room_1:
Pop :: Execution Error - Variable set failed stun - read only variable?
at gml_Script_anon@4659@pState_hitStun@pState_hitStun
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gml_Script_anon@4659@pState_hitStun@pState_hitStun (line -1)
gml_Script_anon@177@StateMachine@State_machine
gml_Object_obj_next_room_1_Alarm_2
Nice aesthethic, juicy animations, a lot of frames, that's great. Plenty of fighting moves but main enemy is just a tiny box, that's lame. Walking is super slow and I'm afraid it's your choice to have slow walking paired with quick dashing. I'm not really fond of the idea. I think double tap or even dedicated dash button would be better. Now fighting prompts... I want to say that I'm proficient with quartercircles and Ryu's uppercuts so something is not right in your game. I could do dashes and high jumps, but arming a gun had like 10% success rate. Your health also ticks too fast so I was dying on second day with the box blocking the path above the chasm. Can you even dash with a punch/kick strong enough to break it through? I tried to destroy it with a gun but even when successful my life was already gone, battery particles flying to my dead body xD
Two more things - rebindable buttons. WASD + IOKL feels awkward, I'd much rather have arrow keys + ASZX. Another one is the camera -it's not fast enough when you're falling down and there's at least one fall + dash that you need to perform.
So overall, nice but rough around the edges, a little slugish and rigid, I wish there was an option to select different mission to test other levels.
Like 50% of the game's code is for the enemies no one got to lol. Things will be way less fucked up in every way next time.
Many games count inputs like 6323, 323 or 623 as dp, while here it has to be 6523. I can make the input more lenient and increase buffer times too. My plan has been to do adjustable buffer lengths from the start anyways because I like even shorter buffers than this demo has.
And as far as completely different inputs go, I can give double tap dash that functions like the qc one and a 1 button dash that drains energy or is on cooldown. same with 1 button dp.
Walkspeed will not change meaningfully. Input rebinding will happen sometime. And yes, you were supposed to shoot that box XD.
2nd jump didn't work. Character moved very slowly after that, and holding multiple keys together made it just take one pose while playing the same sound over and over again.
The visuals and sound look great but I'm a bit confused by the gameplay. I don't mind fighting game inputs but it clashes with the precision required in platforming games. The game feels both clunky and smooth at the same time and it's a bizarre experience. I also didn't really get why we need 4 different attacks besides that that's how it is in fighting games. I also don't get why you can dash and attack mid-air but not jump and attack. And if you press down and up too quickly or something it doesn't do the jump so that also adds to unnecessary deaths. I don't know what your vision is for the game but I personally think that the regular platformer controls clash with the fighting game controls and that it's better to leave the movement smooth and easy to do and do all the fighting game inputs for more special actions for dealing with enemies for example. If you want to do a difficult game that's fine but it should be difficult because of challenge, not because it feels unintuitive to control.
Not to sound to negative, I can see a lot of potential. Looking forward to future updates
Thanks for playing and writing solid feedback. I'll remove platforming from the early levels and reduce it overall, since it isn't the point of the game. Just something I tried to tutorialize with for this demo (didn't work out). The slow/fast dichotomy and 4 buttons will stay, but I'll adjust some of the controls and add diagonal jumps or possibly even free jump movement. You can expect something very different next time.
3 lives is too unforgiving especially when streamers are vastly worse than the thread when it comes to games. The level that wants people to do a forward jump and then kick a box should probably be moved elsewhere.
The opening 10 minutes with the tutorial don't match the game's identity as a melee focused game (as presented by the screenshots and gameplay snippet).
I agree with the identity take. Next demo is going to start with flat ground and enemies. 3 lives will stay, but the levels can get easier and the inputs will get more lenient. However, it's not going to become a game you can beat without great effort. It will likely remain pretty much incompatible with streamers.
I think using fighting game-style inputs in a game like this is definitely innovative, that said, my experience with those is mostly just button mashing, so that might explain why I got filtered. I managed to pull out the gun a few times, but then couldn’t when I actually wanted to use it to break a box. That might be because the timing on the button presses feels pretty strict. I also noticed that sometimes I tried to do a high jump and it just wouldn’t come out (whereas the dash for example felt more forgiving). I'd also tone down the screen flashes a bit or at least add an option to do it. Overall though, it’s really promising so far and the presentation looks great. I downloaded yesterday’s build, so that might be why I avoided the slowdown issues other people mentioned(?
Thanks for the feedback, good to hear that you got the game working. I have an option to extend input buffers basically done, just need to add it to the menu or config file. The high jump might have some edge cases that should work, but the input also needs to start from standing rather than crouch, which might just be a bit unintuitive.
Oh hey we're both using Gamemaker and both using the same input library.
The game is moving excessively slow for me, not sure if it's an issue with my PC or by design. Doesn't seem like it's supposed to be this slow though which is unfortunate.
Edit: Yeah after looking at the youtube video on your page it seems like you set the FPS to 6 for debugging or something without changing it back.
The game runs internally at 240 steps/second, which might be quite heavy. On the game's page, there's a little guide for locating a config file where you can change the speed to 60.
I would appreciate it greatly if you could try it out to see if it fixes the problem, because I can't replicate it myself at all. I might then change the default to 60.
What I liked:
- Music, art, and presentation are impeccable
Suggestions:
- Not sure if it's just my computer but the character seems to move way too slow. I got filtered by the second jump
- The pause menu opens kinda slowly, to the point that I noticed it was taking longer than I thought it should. Again, this could just be my computer being shitty









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