I made the suggested change (static: to "static":) and have yet to experience it failing to compile again. I will report back if it messes up again.
Noah Reeves
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Wanted to find fellow incremental devs to support and these might be the best vibes I've encountered in an incremental game, like ever. Had a lot of fun with it and really liked seeing the enemy portraits and cutscenes (though I did start to get fatigued on the night 1 enemy kill screen, maybe some way to add sfx/vfx variation?). I can't say enough about the aesthetics, really awesome pixel art and sound design throughout.
I'm used to more retro games so I happily pushed through some of the friction of night 1, but could see others getting frustrated without a bit quicker initial progression. Was a bit confused on why the oxygen meter was dithered sometime? Also, took me a second to realize that the white parts I was leaving behind were from reloading. Those confused me at first because they look like pickups.
Really solid though, looking forward to the full game!
I just released the demo for my short incremental physics game about upgrading and annihilating your balls. Equip chaotic special balls and buy physics-altering upgrades to break the simulation and get rich. Try it for free here: https://noahreeves.itch.io/balls-to-the-walls-demo
I ran into this too. For further context, it only crashes GMLive if you are referencing a sprite asset directly in the event in which you make changes while live. If you store a reference to a sprite in the create event and then use that to draw the sprite no errors occur. I did not try to reproduce the bug with other direct asset references or events other than Draw GUI.
I had fun with this, great job! I think there is a lot of potential to expand on the mechanics if you wanted to. Boss stages with challenges that come up with new ways to use the drawing mechanic could be really cool. Reminded me of something that would fit well on the DS. Also vaguely reminiscent of Pokémon ranger in a way. Thanks for making it.
Dude! Thank you so much for the detailed review and heads up on some of the bugs/issues. I am glad you enjoyed the game. I will look into all the things you mentioned today (besides the blacking out when you select certain elements bug, I already fixed that this morning).
Feedback like this is what keeps me going, thanks!




