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silvercricket

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A member registered May 02, 2021 · View creator page →

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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?

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")

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

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)

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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.

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.

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.

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.


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

Graphics are straightforward, the UI is intuitive, sound effects simple, audio balance level good

There seems to be some confusion between the tutorial and ship coordination? The UI seems to contradict the Tutorial:



 A/B for primary secondary fire is reasonable on a controller, however when selecting keyboard/mouse controls the controls shown remain as A/B. updating the controls to show a mouse icon with the appropriate keys being clicked would help avoid confusion. Its good that later on when you start the tutorial battle it shows the appropriate keys based on what you selected at least.

the tutorial says to press Launch, but the only key I see is Start Battle?



friend/foe? the outline around my ship shows what looks to be like several red silhouettes, it threw me off a little as to who was an ally and who was hostile. I realized later on that it represented shields, it might be more helpful to the player to give enemies and allies different colored shields and use some other variable to show that a shield is weak(opacity?)

Game seems a little harsh at the start, some wiggle room to figure out mechanics would be very helpful, the tutorial was alright but it can take time for players to get used to mechanics as they play, I don't think you'd need to make the game easier early on necessarily, but maybe providing a way to do on-the-fly hull repairs early on would be beneficial.

Delay after clearing out a wave of enemies can be quite a while sometimes, leaving the player with 20 seconds or more of just waiting for enemy reinforcements, an option to fast forward at moments like this help with the game's pace. Sometimes the number on the countdown and the 's' overlap. An indication of where enemies will be arriving from would also be great, even if its just a general vascinity. 

I'm unclear on what recycling does, I can recycle money? assuming that's what credits are. 

The store page could use some more visual indications on what each product does, for example, in the image below

you could put a cropped screencap of the ship in action, or what it would look like at the deployment phase. the same goes for weapons, a single screenshot of how that weapon behaves would go a long way in communicating its use to the player.

Core gameplay loop is solid, though fairly simplistic in its current form, reminds me of games like FTL and StarSector.

I was able to quickly figure out how to navigate the game after a couple tries, though I don't quite feel like I'm very good at it, the core design seems, for the most part at least, to be fairly intuitive. 

If you could, I'm trying to get feedback on my own game, I recently did an update for the demo, both available as a download on here and on Steam, the GX build is outdated: 

itch download: https://silvercricket.itch.io/maryanneette

steam store page: https://store.steampowered.com/app/1963130/MaryAnneEtte/

forum for feedback (please post here, it improves engagement): https://itch.io/t/6490435/willing-to-exchange-feedbackreviews-maryanneette-an-ac...

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

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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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!

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. 

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

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. 

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.

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:

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 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. 

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.

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. 

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?

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. 

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

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

Current phase: demo, with a closed playtest
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 interested in the full game, please mention in your review that you'd like a cd-key for the playtest, I'll only send one if I get a proper review (at least 300 words)

https://silvercricket.itch.io/maryanneette

you can message me on discord @ AjSue#6056

The game is MaryAnneEtte, the style of music would need to be a medieval folksy sort of sound. 

I've been working on a game off and on for a while now, and am eager to take it to a more professional level. It's called MaryAnneEtte, let me know if you're interested. 

Title says it all, I'm looking for feedback from people to help me figure out what direction to take my game next. 

I'm glad you liked it, there are three levels and three bosses, though admittedly I ran outta steam on the final boss. How far did you get?

we're looking for things that would look more organic or mystical. one of the ideas was a large white snow-cat that appears and disappears in a puff of steam. (the steam can be made and animated using particle effects by myself). Other things include the moon, but like, personified somehow. Two Finnish witches, one good, one evil. And a bunch of creatures that just sorta look like scary amalgamations. 

ill be on later, sorry for the short reply

https://discord.gg/nBzRQHsk introduce yourself to the group :) thank you

We're a bit behind on this one and already over a week in. Eagerly awaiting any artist whose interested.

Game takes place in a Finnish Folklore esque story, horror on the side. 

reply if you're interested, we'll be discussing the finer details of our game tomorrow (tuesday).

yeaaaaaaaaah I was late to the party XD short on time. But thank you!