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Hello!

I'm currently working on a new episode of Developing, in which I announce that I've finished another playable demo of my work-in progress magnet game.

Following the feedback from the first minimum viable product, I have overhauled the character controller, focused the game on puzzles, built six brand-new puzzles with much better design, added full keyboard and mouse support, added remapping, and more. 

As Patrons, you always get stuff early. So please check out the game on itch.io using the password gmtkdeveloping2022

Please note that the game has no audio (sound design continues to be a future mark problem!), and many parts are placeholder (the UI, the hub level, etc). The game works on PC and Mac, and will work with PS4/5, Xbox, and Switch controllers, as well as mouse and keyboard.

Any and all feedback would be appreciated! Thanks for your continued support while I work on this project - it's been so enjoyable, and a hugely eye-opening experience. 

Mark

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Comments

Anonymous

Hey Mark, Excellent work as always! The control is well fluid and responsive this time, here's two feedback suggestions: - The obscure stripes in the first level is still not logical, the player can move across the stripe when placed horizontally, and cannot when vertical. It's fine after knowing this rule and acceptible in this demo version, but I think there is a simple solution to this issue: just change the stripe to a lazer beam, but this time from downwards - in the previous version you have introduced the laser from above which the robotcan pass holding a magnet, and in this level's case you can create a laser from below, which let pass only thrown magnet but not roboty (even when hold a magnet). This aesthetic change could be a better presentation to player, avoid confusions :) - And I wanna talk about the last level, just, use a magnet to protect the botton. For sure, it gave me such an aha moment when I first solved it, the feeling is more than great! But I still think that its better to introduce the concept of magnet solid in the tutorial, just like earlier version you can stand on the magnet. Cuz this rule is not presented in other parts of the game, so I think presenting in the tut section can make this last solution more referrable in some way (atst, avoid breaking the aha moment). Anyway, fairly amazing demo, appreciate your nice work aha ;D

Anonymous

Random thought I had while playing this version, you mentioned at one point that you think the magnet should be a Cappy or FLUDD style character to emphasise the importance of the magnet as a mechanic. So when I saw the magnet character in this version with their distinct smiley face, but being so small on the screen, I had the immediate visual in my head of something reminiscent of the original Doom that has an icon in the bottom of the screen showing Doomguy's current facial expression. So in my head, the magnet character has a HUD overlay at the bottom right or centre of the screen showing their current polarity and colour, and different looping expression animations based on things like, whether they were currently being carried, whether they were current experience a pull. The idea of the magnet being a character is fun but the face even on my big screen was very small. Also in my imagination this HUD element occasionally has dialogue, and can be prompted to give hints if you click on his face, or a hint button on the controller if not using a mouse.