Godot Game Feedback~

Feedback for my Godot game was positive, with item usage being helpful for keeping track of where the player has been already, and small details like a volume slider to allow the player to control the volume of the BGM giving the game a little more professional feel.
The second level’s Key location was also praised for being out of sight on the way through the level, but in a good easy to find spot when you backtrack, that lets you see you walked right over it. It was also mentioned I should add sound effects to the items so it’s more obvious that they are being collected, and that I missed a signal connected in the final goal that makes it not remove the message from your screen when you leave its detection area.

Godot – Week 2 – Progress

This week’s progress in a nutshell. Fight with Godot on getting a signal to work. Well, turns out the way I built my HUD and items is not drop in compatible with the provided scripts, so I had to build a quick message bus into the global script, and manually send/listen for the signals for when items are collected.

Still working on additional level layouts and thinking of making it so the goal post only lights up green when you have the required item to enter for a good visual cue to the player that they can’t go through.

Godot – Week 1

My Godot game is loosely inspired by early first person games where progression is gated behind finding and collecting different keycards. In this early stage represented by colored cubes. The level layouts will be mostly indoor like stages with somewhat maze like layouts and platforming sections.

Micro Red Hood – Feedback

General sentiment from the few people who gave feedback for my microStudio game Micro Red Hood was positive. The sprite work was praised by multiple reviewers as well as the level design and progressive increase in difficulty. I had a lot of fun designing the sprites, so I am glad they were well liked. micro studio leaves a bit to be desired in built in functionality but is more flexible than I expected.

Published
Categorized as Blog post

Micro Red Hood – Published!

Micro Red Hood by RedMage Gaming

Here is my Micro Studio platforming game, Micro Red Hood. Collect the glowing magic stones and avoid the ghosts! There are two levels, the first is a left to right level, while the second level has you climbing up vertically to reach the top! I had a lot of fun working on the sprites for this project. Especially the runestone like tablet that serves as the lives.

Published
Categorized as Blog post

microStudio – Progress

Collectables and an enemy implemented! The overall theming is around the occult and magic. Little cloaked figure as the player, magical stones and tablets as objects to collect, ghosts impede your way.

Of course, first we have our enemy, a little ghost that poofs into little particles when jumped on.

The primary collectable are these little magic stones. They glow with an ominous aura and leave behind a brief little twinkle when collected.

Extra lives are represented by these stone tablets that have a glyph of some kind etched in them that glows and causes the whole tablet to crackle with power. I opted to recycle the little twinkle collection animation from the magic stones as it is simple enough and looks good in use.

Further additions include a slightly expanded tilemap. It could use a little improvement on the bricks so they better tile to taller builds but overall seem to work ok for now. The new tiles are to further flesh out the world, with the main character being a little nondescript robed figure, and the collectables being occult like magical objects, I want to expand out the tileset to fit that theme more. So the yellow/green platform segment will likely change as I continue working on it.

Here is a playthrough of the first level I have assembled. I’m running into some small issues with collision detection both with the level map and enemies you have to be almost perfectly on top of an enemy when jumping on them to properly destroy them, otherwise you just die instead, and with the level itself, there are just certain heights where the collision of the floor is messed up and prevents you from properly moving left or right, the space this problem persists seems to be related to how tall your map is. Which makes it far more difficult than it should be even when the enemies are moving so slowly. Additionally, while not shown in this clip, if you fall into a pit, the game is ignoring the remaining lives and going straight to a game over.

Published
Categorized as Blog post

microStudio – Micro Red Hood

This is my initial progress with MicroStudio. I went with a higher resolution for the background so it wouldn’t look too blocky behind the level’s tiles.

The character for my game is a little mysterious character wearing a red cloak. I designed them through a lit of trial and error to get the little running animation to mostly look right. Could use some extra work getting it to really cycle through good, but I like what I have so far. The design was made to take advantage of the 16×16 space to create an easily recognizable character shape that should stand out well with the environment and obstacles. I may brighten up the colors a little, but I haven’t decided yet.

Published
Categorized as Blog post

Slime gets the mail! – itch.io – feedback

Play on Itch.io here: Slime gets the mail! by RedMage Gaming

Player response to the game was positive and encouraging across the board. The day-to-night transition, as well as the different snippets accompanying the pieces of mail collected in the game were the most talked about parts that players enjoyed. Players also enjoyed the character and world design, with one referring to the Slime’s design and animation as “super cute” while another noted the use of multiple tiles being used to create larger designs. The transitions from room to room were also praised.

Overall, I feel really good about the feedback I received here from this small game. The limitations that Bitsy places on game design and features makes you really think about how to convey the story you want to tell. I’m glad my little adventure was an enjoyable experience for those that played. Thank you for taking the time to play and leave feedback.

Published
Categorized as Bitsy

Slime gets the mail! – progress~

Some additional progress on “Slime gets the mail!” The path Slime follows while collecting the strewn about letters leads to a small area where the mail-slime and his truck are parked. He looks out of breath with a little panting animation. After giving him the dropped letters and getting your package, you’re all set to head home! And with a little change in color pallet, we change the trip home into a nighttime walk. There’s still a little work left to be done to gate progression behind collecting the letters to make sure none can be left behind so you can’t get stuck in the area with the mail-slime. But otherwise, it’s just about done.