update on game progress


I have been busy the last few days I almost have all the maps done for crystal's cookie or special level 1. 

the only things left for the level is the outro and code for the second computer cutscene and the final leg of the level. I am going to reuse the level 4 theme for one big reason it has a similar theme as well as it is the same world in fact it literally takes place right next door to where level 4 takes place. (which is why the palette and general layout is similar). for those who are wondering special level 1 was a side story I made while starting development of the second half of Jem of twilight chapter 3.  and yes, it is a bunch of random letters but a bit of 64 bases of morse code won't hurt. below is the current progress on the maps.


I also have been busy updating the wiki for the game. it is still unfinished if you want an idea of what the completed characters will look like look at blight's page it is a lot closer to being done.

now on to acknowledging the judge's complaints.  these are literally copied and pasted from the judge's reviews.

  • Was super fun to jump around. Character art was great. I wish there were more enemies to use the projectiles on. Well done. Music complemented the game wonderfully.

this complaint is about not having enough to shoot projectiles at, the second part of crystal's cookie will have destroyable fireball emitters. I do plan on adding destroyable projectile emitters in level 3 or 4 after crystal's cookie is fully released. I am currently debating on weather to just finish part 2 of the level or just finish the whole level as this is a sneak peek on how the levels will be like in the future. unlike future levels crystal's cookie will not have potion hazards. 

  • GDD The intro of the GDD seems good. It is very focused on the character, but I would like to see more of the game mechanics. Good to included minimum viable product! Game The game is interesting, however the intro and the pace to the house could need some love. Also the button for interact and button for jump is the same, which caused "interact jumping" bug. Save functionality is good. I found a bug where I cant move after been at the dad's house. Have to restart the game. Also I found out that I can moved while I am during cutscene which messed up the cutscene itself. It only works during small moments when dialogue is not happening.

this judge had a lot of complaints most are likely minor bugs just blown out of proportion. (or it could be a major bug that I haven't found yet but given that they were vague on how to trigger it or which cutscene in particular).  it is unclear on which cutscene was ruined as even back then there was at least 8, one for each intro and one for each outro. so, I have no idea if I fixed the bug as I did a lot of internal changes especially around level 2's outro. and what is specifically counted as ruined again very vague. 

 I decided to also rebind the jump button to up on the d-pad since that was another complaint. (It is a bit odd for me, to test with but I will get used to it. this will be changed in the next update). the only reason jump was assigned to the "a" button is it was a natural position for that action, and the "b" button was already very overused. I can only use what is available to the original Gameboy which is 4 directional buttons that only 1 adjacent button can be held at the same time, a, b, start, and select. why not use r and l. those where not a part of the original Gameboy or Gameboy color but its successor and thus the engine won't allow me to bind it otherwise, I would move the change form to those buttons and rebound the fireball to select and swap run and jump. this is the only bug in the list that didn't have any vague elements in the review.

one of the complaints on level 1 that they said they was stuck at the end of the level. the only thing I can think of was the save glitch in that room as instead of just closing out of that script it closed out of the whole scene code. thankfully if that was the case even back then there was a work around by just pressing a. this brought the menu back up. that is another thing on the docket for after crystal's cookie is released as currently there is an easy workaround.

for the complaint about the first level's pacing it is unclear if it too long or too short, I admit I could extend the level out and possibly shorten it with some trouble on placing a secret key somewhere else, but it fulfills its purpose perfectly as it is. the purpose of the level was to introduce the character, controls, and plot in a safe but not too safe manor. I guess I will explain why I think it fulfills its purpose. the first 4 levels (the whole jam) are technically tutorial levels however only the first 2 actually tell you how to play. the first level is mostly there just so the player actually understands the controls and to start the plot. the second level is to test the skills learned in the first level as there are a significant increase in number of hazards. (also, there is a secret dialog if you go into the boss fight as the transformation that you unlock that most miss). this is also to give an idea of what bosses will be like. level 3 introduces dodge able projectiles (however briefly) and tests your knowledge on the hazards up to that point. the 4th level introduces hazards for the new form obtained in the prior level. and builds upon the projectile dodging of the last level. this level does have a boss unlike level 3. I am planning on levels 5,6,7, and 8 having all hazard types and progressively get harder. but to sum this up for this paragraph is that each level builds on the prior level and the first level is designed to not be very difficult but enough that the player understands the controls.

I will look into updating the GDD after finishing crystal's cookie to address the issues discussed on it

while I do believe that the things that judge said was true. (as I did find a few bugs after the jam so it could be part of it) due to how vague they were and their tone, I can't help feeling they just did not like the game or did not care for it and found any excuse to skip levels and go to the next game on their list. but I could be completely wrong, I never was a judge in this type of jam so I can't tell how hard pressed they were to get the review out in 2 weeks or how far into the list of games to review my game was. and since I can't definitively prove them wrong, I am going to assume they are right, my only issue with one of the judges is I wish they were less vague. maybe next time they could give images or more specific steps that lead to a bug/Softlock if you state it like saying that they were able to move during a cutscene you could specify the level/location/%in the level. while more specific steps likely won't change the outcome of the review, but it may be possible you found a bug others didn't. that is why I had to guess for some parts of the review on which bug was being talked about, but I am not 100% certain as again it is vague.

I will continue making this game as well as others in the series. I will be slowly building up to a big game that spans across a multiverse. starting at level 5 multiversial shenanigans will start to occur and you may not notice it, but it won't be until level 6/7 will it start to majorly affect the plot. I apologize if I hurt any feelings of the judges but if you want someone to improve you have to be more specific than that. well, I will sign off for the night. (The big game will not likely be during a jam and won't be started until at least either this game or Jem of twilight is finished.)

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