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Mantis

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A member registered Dec 19, 2017

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That's a good tip. I've used some placeholder assets in the past. They can be hard to find at times but like you said, it's sometimes the best thing to do while programming a game. Thanks for the reply! :)

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I guess I have to vent about this, but it would probably help to know I'm not alone and others have been in the same situation. (Not that I'd wish it on anybody!) I joined a team to work on what was originally a jam game, but they decided to rebuild it as something much bigger. I'm the programmer, but I seem to have taken the role of being a team leader. I don't like bossing people around and I try my best to be empathetic about things, but the rest of the team doesn't seem to have any organisational skills. That doesn't really matter with a 48-hour game jam, but with a full game if everything is jumbled about the game's progress is going to suffer. I take every single idea from the other members on board, and so we can choose something that's we all agree on we've run polls.

Sometimes my team has been very helpful and we've spend hours at a time discussing the game's development, and also watching films together (synchronised) with a similar narrative, as it's a quest/adventure. (Think like Phoenix Wright or Hotel Dusk in gameplay.) The thing with indie games is that everybody usually has different priorities and amounts of free time. It seems the rest of my team has plenty of their own and I probably have more hours to give to the project. That's why I set up a Google Calendar solution for us, and we all created our own entries with designated times to discuss what we're working on and plan ahead. The problem is, my team is regularly missing these times. I just don't know what to do when they're not showing up, despite them expressing their interest in the game.

If I keep badgering them to get to work on it I'll seem bossy and obsessive. If I just walk out on them, that's the programming out of the window. Hypothetically speaking, I could effectively "fire" them to find different team members, but since we agreed to work on it with equal ownership do I really have the right to do that? For every scenario I can think of, I'm the bad guy and it's a very interesting game I don't want to simply give up on.

Have you ever faced a similar problem? I think with no money incentive (at least upfront) a lot of people won't put their heart into a project. That's why I feel like just entering game jams for the foreseeable future where these issues aren't typically a factor.

Sorry for such a long thread, but damn, it feels good to get this off my chest.

I'm glad you sorted the bug, and yeah, I thought so. Are you using the Spriter extension or are they imported into active objects?

27650

That's the high score I got after half an hour. I'm not that good at these games. This was certainly well made. (Do the animations use Spriter by any chance?) There's a buggy room with a switch. Sometimes you'll get stuck on the door. Otherwise everything seems to be working well. There seems to be a large difficulty spike from the room with lots of fire (which is very sensitive) onwards, which I think is the room after the aforementioned one with the switch.

Great presentation and very challenging gameplay. Probably sets out what you intended to do though for those who love this type of game.

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I should say that I helped Melubnio out with some final bug fixes and only saw this game in its last hours. We were actually working on a different entry for this jam, but unfortunately I was swamped with several other tasks. We decided it would be best if we cut our losses and that Melubnio worked on his own entry which is why this game is short. However, we will continue working on our jam game that wasn't originally meant to be in the future.

I agree with happy frog games. The aesthetics look like they're from a retro anime game which is pretty damn cool. Unfortunately it's too short to be much more than a tech demo, but it can definitely be expanded into something great. The puzzle game can certainly be improved. Same with the shooting game, though it seems like you're on the right track there.

It's a shame you didn't have the time to introduce a bigger narrative. I'd like to see more about the game's story in the next version, and don't hesitate to ask me for any proofreading.

I found this very enjoyable and I really like the blend of genres. I don't know if it's a bug, but losing the second shooting level sent me back to the first level despite having beaten the platforming level. Nevertheless I've beaten the game. I get the impression that the developer was in quite the hurry to finish it at the end. It actually made for a hilarious ending! :)

All I can say is... now I finally know what the Active Object is.

I played this game for around half an hour. I didn't get  really far but jumped across several planets, made some trades, etc. I understand the general gist of it, but if there's more than that it wasn't explained enough. What I did play however was fun and it seems to be an interesting experimental game with potential.

Fun little game. It could have done with a launcher at the start though with some basic video options like windowed. The full-screen resolution screwed up my displays a little, haha. But it was worth it!

Just to confirm, are you able to use Creative Commons music or does everything have to be original?

It's a bit vague. So I guess you mean something similar to Star Wars in general? (Or others like Star Trek, Battlestar Galactica, Stargate, so forth.)