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[willing to exchange feedback/reviews] - MaryAnneEtte: an action-platformer where you decide how you want to play each level.

A topic by silvercricket created 78 days ago Views: 1,474 Replies: 68
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Current phase: demo, with a closed playtest, (ask me for a cd key if interested)
Genre: Action-Platformer, story driven,

supports keyboard/gamepad


I'm looking for honest feedback, especially if you find any bugs. I'm willing to exchange reviews on other people's work so feel free to reach out to me

If you enjoyed the demo, or are just interested in the full game, just let me know that you'd like a cd-key for the playtest, it will include a full free copy of the game on release.

https://silvercricket.itch.io/maryanneette

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I would like a better page with more screenshots, custom theme and description, or a web build. I don't know enough of what I'm getting to download a 200 MB file. If a web build was added, I would be willing to play it. 

the demo is also available on Steam, but I'll work on making a web build right away. 

Done, I hope a GX web build is okay, I could do HTML5 but the shaders on that version are a little buggy atm. 

I've made an HTML5 embed, but lags horribly when I try playing it... then again browsing through here every gml > HTML5 game on here I've tried is running even worse... any ideas?

I liked the game. The writing was 10/10. The controls took some getting used to. I used the joy mask a lot. The sadness mask to me seemed bad. I got a nearly perfect score. The boss was fine. The moment to moment gameplay was fine. The levels design was just okay. The vertical parts didn't seem well thought out and the horizontal parts were a little flat. The confusion mask was my favorite but you never made me do anything interesting with it. You never really made me do anything interesting with any of the masks. It is a good game I will give it a 10/10 but I also see a lot of untapped potential. It is a diamond in the rough, but a diamond none the less. :)

that's very sweet of you, and yeah, I suppose the nature of the game as it currently exists doesn't really force the player to do anything interesting with any of the masks. And beyond some condescension from the game (which only comes up once) and the occasional easter egg... hmm, given me something to consider, thank you. 

you seem the most interested in this game on the board, so I wanted to run something by you for how I plan to address "not forcing anything interesting with the masks"  I'm adding bonus stages to each act, minus the bosses, so 4 in total for the demo. Each room will force a specific mask combo and present a unique platforming challenge that forces the user to use both abilities to overcome some slightly tougher, but shorter, levels. with a cosmetic prize for beating all in a chapter. I also feel like  Sorrow is missing something, conceptually its supposed to feel like the most difficult to use, but it lacks a sense of power or presence that the others do (besides squishing Mary's sprite), I'm going to try to add some visual effects and add a small explosion on landing  if you fall from a height greater than your max jump... that increases in size.

I agree sorrow was the least interesting and I like the idea of making it more impactful. Those sound like great ideas to me. I am looking forward to playing the bonus stages. :)

Do you have a Linux build?

the web.gx build should work on linux since it runs in browser, I had a linux setup a while ago but it got bricked, could bring it back if there's enough demand. 

Hey, I tried it. Up front so you can weight this right: I'm not your audience because I bounce off 2D platformers in general. So discount my taste reactions hard. So I'm gonna judge the mechanics mostly.

I was doing fine before the first boss fight - where you gotta pick the mask before you see the entire level, I tried to gauge which mask I should choose based on the narrative but I guessed wrong so I couldn't scale the wall at the end and died. Later picked double jump and wall punch and cleared it. If I just failed to judge the narrative and my fail was intended that's fine, but I just found it annoying - but again I'm not the target audience, feel free to ignore.

Wall punch: I never touched the timing window, I just grabbed the wall and punched. If the timed version is the intended skill, then I skipped it entirely, not sure if it's intended.

Controls had noticeable input lag for me, again not sure if intended.

Humor read as cliche to me, but that's taste, ignore if it's landing with your actual target players.

You asked if it's fun: not yet for me, but I'm a biased judge there. The narrative and the overall appeal didn't pull me past the first boss. 

I would be pleased if you reviewed my game in return: https://signa-in-mundos.itch.io/scimitar

Don't bother with the visuals though, they are placeholder, I'm mostly interested if controls feel fine and if it's fun. If you can, use the .exe version cus it works better with raw mouse input.

I'd say the game picks up after that point, it sounds like you finished the tutorial. I'll do a review for you now, one moment.

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I like how the blocks break cleanly into more shapes, I'm guessing you have the cube replaced with two models rendered based on

the position and angle they were struck at?

spotted a glitch? mainly from the blocks after they break, shrapnel can cause a following block to be knocked off course

and become unhittable, I also had a piece of shrapnel somehow launch me in the air. 

the sound on the breaking of glass is a bit loud by default, even after turning my volume down a couple times, granted there's

no exact way to know what volume someone else's setup would be, I'd recommend putting some placeholder music at the start

to give the viewer an idea of whether they should turn the volume up/down. 

angling is a little awkward in real time, and given the player doesn't need to move when making a strike as the blocks are 

facing them, I'd suggest reducing the amount of input necessary to make angled cuts, perhaps if holding right click

made the user "free cut?" if you've ever played games like daggerfall, kingdom come deliverance, or bannerlord...

Its a good start mechanically though, kinda reminds me of fruit ninja. 

Thank you!

Been absent for a bit, went on vacation and came back with a cold, but wanted to post what I'd been up to. Reworking sorrow slightly, adding a new mechanic to give it a small explosion when the player falls from a great enough height (this will send enemies flying similar to rage) reworked how sorrow works combined with confusion to now cause the player to spin at high speeds around the post:

update to new mechanic, pictured here after ironing out the worst bugs I could find, still a bit finnicky when dealing with rapid collisions (the kind of thing you'd expect to break a game) will post again when I've further refined it.

looks cool, but couldn't make it past the part of the scene where there are object to cling to. x to grip and space to jump at the same time , was difficult for my fat fingers cause x and space are way to close on the keyboard :)

Shoot, were you playing the version on here, GX, or on Steam? They should all allow you to change the controls as well as offer controller support. 

new mechanics added to playtest copy, personally tested on multiple runs, will begin adding prototype for bonus stage.

Hello, controls at first when you use c for the wall bounce is pretty tough on keyboard and mouse, I usually use gamepad for these games but want to give kbm mouse a go. maybe give a mini notice when you start a new game that this is a slightly challenging platformer so players know what to expect. The difficulty in the rehersal could be a lot for some players. I am gonna carry on with sorrow mask in rehearsal, so far I like the vibe and story telling :) some thing happened around when I was in the sorrow mask explanation maybe tabbed over here typing but my frames tanked catastrophically, I am gonna reload the page to see if I can continue with better frames. currently my frames are now unplayable. when I reloaded the page the controller input prompts wont go away but I dont have a controller connected, just keyboard and mouse! I pressed arrow keys and this was able to swap in the input mode but clicking around in the window maybe should swap the control input display from the gamepad to keyboard and mouse or slightly adjust the detection for gamepad! I like the auto save because I was able to continue where I left when I had to reload the page! however I was not able to actually load into my progress the continue button opens the controls panel with keyboard, displaying gamepad. im gonna click unlock all just to play around a bit more. I am really enjoying the first level and it was intuitive and comedic to smack the first knight charging at me with the umbrella! I really liked that. the mask use in dialogue is really cool. playing with ham is hilarious. smacking the knights after ham victory is great. ending the scene with the rope is super neat. my ropes attached to my character got visually bugged at some point so I had these black lines across my screen, but it did not stop the gameplay. I got the frame bug again maybe from tabbing out to type here when I was on the dock level, so this frame thing might be common when the game loses the focus of the player/window. the frames fixed themselves this time tho I did not need to restart/refresh the page.. I was a little confused where to go with the metal in the start of the level after the kidnapping, perhaps if a player does not progress to the next scene after a time, you could point an arrow towards where the player should go next? I think you may wish to consider breaking the first level into parts because it is quite long for a first player, I am tryin to get through it but feel a touch of burnout that if maybe i had completed 2/3 segments or chapters or something, acts, idk, then if I knew I just had one more I would be more inclined to finish the last one if I think that I will be saving the kidnapee soon, I will push on here. I was a little confused that I had to hit the barrel into the window to get into what I assume is the tower, because previously I was unable to hit barrels with the rose.. I think maybe you could add some names under the text window so we know the name of the character talking, and you could potentially add names and thereby a slight bit of personality to each knight. my game bugged/froze during the boss fight(image attached) sadly so I will end my playthrough here, very nice so far :) ! I was jumping and attacking when it froze.

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Yeaaaaah, Itch.io can be pretty inconsistent when hosting webbuilds of game maker games, I'm thinking I'll just have to take it down. That being said, you wrote a very thorough review, and I greatly appreciate it, if you'd like, I can DM you a Steam cd key for the playtest version. I especially appreciate the constructive criticism. I think your point about names beneath character portraits is a great idea, I could put the character they're playing in parenthesis.  I've toyed with the idea of showing a preview of the level, scrolling from the end, to the beginning at the start of each level, to avoid any confusion as to where to go and what will be ahead. 

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prototype bonus stage has been added, doors leading to unique stages with challenges that can only be solved with specific mask combinations will appear on all non-boss levels. Each star shown here is tied to a different bonus level, collect all 4 in a chapter to gain a special prize!

2 bonus stages made so far, one's based on the new sorrow/confusion combo, the other's a race focusing on rage/joy. these levels are focused on mechanics, and thus their backgrounds are minimalistic, and based on the mask combination set for them, the actual platforms will be getting some treatment though, so they won't just be basic white blocks.

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bonus levels are now live, along with the new sorrow mechanics, on the Demo build. Some things are still unfinished or unpolished, but everything should be functional on a mechanical level at least, I was eager to share what I've been working on with everyone, so you can check it now on Steam or Itch!

one requested feature was to have character names appear beneath their portraits. For characters without portraits, the names will still appear to clarify whose talking.

some basic coloring for platforms/obstacles in bonus levels as well

nice changes

A very basic trailer has been added to the steam page.

Main menu now has a link to our discord, a link to the steam wishlist, and a link to send a bug report via email.


Level Select will now show exactly which level you left off at when you select a different one.


Hi,

I've played your game, and I think the idea is really cool. Swapping between the mask powers is a really nice mechanic.

The only thing that bothered me a little was that sometimes I just wanted to use the same powers again, but every time I entered a new room, I had to reselect them.

Also, the movement feels really fast sometimes. I'm not new to games like this, but it would be nice to have a small window to react during fast jumps. For example, when jumping from one wall to another with the rose, the character automatically rotates, which makes it harder if I'm trying to control the movement myself. Also, when I reach another wall, it feels like I immediately start falling, while the attack itself takes a small amount of time to execute. This sometimes causes me to miss the jump.

Maybe you could add a small apex/fall window where the player has a little more time to react and perform the correct jump again. I think that could make the movement feel more responsive without making it too easy.

I'll play the game some more and give you more feedback later if I find anything else interesting.

Overall, it's a really fun game!

I also have a game that I'd love to get some feedback on, if you're interested in helping me out too. The name is Dungeon Chess, and you can find it here.

I'll check out your game late tonight, thank you for your feedback, yeah I could add a velocity dampning effect to when the player pushes against a wall while falling, as well as when they hit a wall above a certain speed. I can remove the flip on wall jump as well, but honestly in my experience it makes chaining wall jumps harder... perhaps I should make the tutorial further emphasize the importance of holding down A.

Yeah, maybe the flip would be great to maintain. Because the movement is too fast now, I could not notice it flipping the first time. After I notice it in the jump, the next attempts were easier ,

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Also, I'll be updating my game tonight  based on your feedback, so if you want to hold off until tomorrow I can make some of those changes for you.

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*EDIT* found a bug with it, give me one moment.

Update has been posted, admittedly I've only done a little bit to bug test the new features, I'm making a gif to the wall slide, after that I'll play your game and post a review of it.

Thank you! 馃挅

I'll check your update today!

it should be stable now, both the downloadable and steam version, I'll get lunch and then try your game. 

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If you make  a board for reviews on here, I can post it there too, it helps build user engagement.

I played about 3 waves, until it seemed like things were going to loop

very clean visuals, very snappy, quick to open up to player engagement,

sprites are well animated, animations are great, however I am a little lost as to how to play the game as things progress.

perhaps a tutorial appearing on the side, maybe some visual queues on a first run would be good? I accidentally attacked my own guy. The frog's lick only seems to do damage, including to friendlies. 

Combo system with characters based on D&D classes/monsters is a great setup, and for many I suspect wouldn't take much learning to figure out, still I think a few more clues/hints along the way would be good. I do wish I had known what my character's movesets were going to be before I picked them. 

"strength" is spelled "strenght" on the card for the monk

Maybe an alternative key for ending the turn would be good? some games use a space bar, you could put a checkbox next to the End Turn button to allow for spacebar to end a turn incase some players don't want that on by default.

I was a little confused about how to switch character moves? the menu that pops up when you double click a character is great, but I think a simplified version showing their moves in a corner on the screen might inform the player that they have a specific move set, or that they can even change character moves in the first place.  When I took the healing perk for healing from movement, it seemed to instead heal every time any of my characters made an action. When I mouse over a character, the perk displays, but the text is small and unreadable



I like the idea that the perk you don't take is the one the monsters get. I love the design overall, I think this is a great premise for a game. I think the sprites are incredibly charming and the overall aesthetic is wonderful, great for either cozy game material, casual mobile game material, or possible a unique epic RPG depending on how you want to take this game.

(as an aside, you have a frog bard, you could make a joke about "its not easy being green")

Thanks for the feedback, super helpful! :)
I'll check your game's update and if I find something I'll let you know!

Added a wall slide if the player is pressing against a wall, 


not showcased here, but there's also a small grace period given for wall jumps now, if the player turns away right before they'd hit a wall jump, they still jump (its only a 4 frame grace period though)

Hi, I played your game. Here is an recording of it 

I really enjoyed the game. The story telling is great. Do you even need the puzzle platforming part. Maybe the game should be only about gessing the right character feeling. When dooing the platforming it ofte felt like I was just jumping past the puzzles. Your game is good, the story telling is great, keep at it. 


If you would play my game, you can find it here: https://simenhs.itch.io/hexatown

If you could record yourself while playing it would be really helpful.

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Oh my goodness, thank you so much! this is incredibly valuable just skimming through already. I've  gone ahead and reworked the boss at the end, it should be a bit easier now (depending on the masks you wear). I'll watch the rest of your playthrough, take notes, and then record myself playing your game :)


*edit* you requested a playtest copy before you played, would you still like one?

Here's my review. 


I think there's a solid core premise, reminds me a little bit of cookie clicker. 

I'm a little thrown off by the smith building, I think I misunderstood what "increases production in neighboring tiles by 100%" means. 

I didn't spot any bugs, unless that was one. But I think the game could use some form of either a failure state (food as a resource, that drains over time, and if you run out, game over?) or a timer or something  to create a sense of tension. You suggested people post their high scores, but as it stands, there's nothing to differentiate between someone who had a good strategy from someone who simply left the game running. An option to replace buildings with their upgraded variants would be neat, although you can already essentially do that by removing a building and then building something better, small QoL features like that can help players better understand how to play your game. Some variety in roles each resource can serve might also be good, as it stands the main difference  between resources that I could tell was just how expensive they are, and that each resource requires the less valuable resources to be obtained. 

Solid core premise though, I think just a failure state or something that proves a player had a strong strategy could do a lot for it!

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There's now a proper prize for collecting every bonus star in Chapter 1, a costume based on the boss's outfit, a Judge's gown, wig, and gavel

It looks like a really promising project and I love how dedicated you are to gathering feedback!

That said, requiring a 300-word review for a playtest key alongside a 200 MB download might set the entry barrier a bit high for casual testers. Adding more short gameplay GIFs and screenshots to your store page would give players a much clearer preview before downloading, making it easier to attract more playtesters to jump in and share their thoughts.

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You're right, I had that rule as a safeguard against trolls/bots  but I think I was a bit overconcerned there. I'll also go ahead and add several more screenshots, gifs, and more text explaining what's happening in the game, as well as the game's trailer off of steam.  I'll also update the OP to offer a playtest copy if someone just asks.


*edit* I'll also do something about the bloat, it really does take up much more space than it should, although it is a somewhat large for a gamemaker demo anyways. 

I've reduced the bloat, although like I said, the game itself is just on the large side, I've added more screenshots though, gifs tend to be very low quality on here, but I hope the youtube video does a good job of demonstrating. 

That's a great update! The YouTube video and extra screenshots make the game look so much more engaging and give players a much better sense of the gameplay. Good luck with the playtests, and I hope you get plenty of great feedback!

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