Yellow Beans by Jecr

An awful boss fight, i'll finish this game someday... ;3
controls: you can see it in the first screen
IF YOU ARE HAVING PROBLEMS WITH THE DIFFICULTY PLEASE SEE THIS GAMEPLAY: https://www.youtube.com/watch?v=v5l0GrozNiY
made with game maker, streams here
- www.youtube.com/watch?v=j0dsq0PPSVY
- www.youtube.com/watch?v=eHcGKST7N2w
- www.youtube.com/watch?v=p_7oFgfTzeU
- www.youtube.com/watch?v=mueedlC3Vi0
- www.youtube.com/watch?v=DBbgAc0u8
- www.youtube.com/watch?v=8xSRophi38o
- www.youtube.com/watch?v=v13-3pO2RyA
- www.youtube.com/watch?v=ygLATN0Ekl8
| HTML5 (web) | https://jecr.itch.io/yellow-beans |
| Original URL | https://ldjam.com/events/ludum-dare/40/yellow-beans |
Ratings
| Overall | 829th | 3.161⭐ | 33🧑⚖️ |
| Fun | 744th | 3.113⭐ | 33🧑⚖️ |
| Innovation | 936th | 2.741⭐ | 31🧑⚖️ |
| Theme | 1113th | 2.346⭐ | 28🧑⚖️ |
| Graphics | 280th | 3.984⭐ | 34🧑⚖️ |
| Given | 4🗳️ | 1🗨️ |
Bug: if you're flashing, you can walk right through the boss.
Overall, you should be proud that you made a game with a functioning (and cute) character! Your English was also good enough that I could understand the plot, as much as there was one. With what you learned doing this game, I'm sure you'll be able to make things that are even better in the future!
thank you so much for the feedback, i really appreciate it and i'll make a new version with all the problems fixed. maybe, if you like, you can come here tomorrow and see the new things.
also i'm saving your games for play tomorrow
The most frustrating thing, to me, was when you attack the birds, sometimes they hurt you instead. I did not think I would become so scared of little birds. Then the boss fight went on and on, I still had to avoid these birds, it became tiring. I would say the boss fight is too long, but then again it's the entire game, so it would only make the game even shorter.
Lastly, I thought the story did not really make sense, the poor English did not help.
I liked the characters and the retro GameBoy style of the graphics, although the boss sprite might need more polish. All in all I am not sure what to rate this game, it's clearly just a prototype of a single boss fight. I'm still curious about the game universe, I look forward to an actual finished game that comes out of it.
about bird(bee) glitch: the animation attack has 6 images. after the 3 image you are invulnerable

so, sometimes you are so close to the bee and you image is < 3, this is why you get hit
and sometimes your attack just finish before you hit the bee (because the collision ratio of the bee is small)

i made it in this way because i want the player to calculate the distance before attack, but yeah, sometimes is annoy so i'll try to improved the experience
theres real glitches that people didn't notice yet; like if you jump and press down repeatedly you keep in the air. I know about this glitches and i know how to fix it
The game was originally made with 3 bosses and story, but 72 hours is not enough and i get electricity cut during the LD because my country is horrible XD so i had to make it very faster and ignoring some bad things.
i'll finish the game at the end of the month and sorry because english is not my main lenguage(i'll find someone to translate the game dialogue ;p)
here is a gameplay, thank you
https://youtu.be/v5l0GrozNiY
The controls are hard to remember correctly, that has been stated by several reviewers, and I agree. Of course because of the single fight the theme isn't anywhere to be found. The fighting method is actually quite interesting, though difficult.
All in all it's a bit problematic for this Ludum Dare, but the mood is fantastic, and I'd love to see a more detailed and revised version of this game. Keep on working, this definitely has potential!
While there is a nice solid basis I did feel that the boss fight got a bit tedious after a while since it was attack, dodge and repeat over and over again.
Having more than 1 type of attack or more ways to attack the boss would have helped make the encounter more engaging I think. Keep up the good work ;)
Your action inputs mapped to WE make no goddamn sense, let me explain why. If you have movement on arrows along with auxiliary action inputs, start at Z for the action inputs, because there is a reference key right next to it, which is SHIFT. **It is a reference key because it's sized differently from all other keys surrounding it.** You brain can feel that size difference at any point during gameplay, without you even noticing it, it's instinctual and it happens very quickly. (This is why it's **IMPOSSIBLE** to hit Home/End/Pg.Up/Pg.Down and Delete consistently on a modern laptop: they have no reference key, the entire top row is all sized the same, i.e. no key is different from the rest. The old series of Thinkpad was the only laptop afaik that kept the same format from standard keyboards, and people who used it report never mistyping one of these keys. With modern laptop keyboards, I hit any of the aforementioned keys at random at least 5-6 times a day and it is infuriating as FUCK. Modern laptop manufacturers need to get a grip and realize why this is bullshit.) From Z, you go forward until you've mapped all your action inputs.
As an aside, this doesn't apply to you OP, but I need to say it because there are A LOT of hipsters on this site who seem to think XCV is acceptable. Let me say it right now, if you start at X instead of Z, you are a *dumbass*. I've heard the argument that oh, it's done to accommodate the German qwerty variant since they flip Z and Y. Fair enough, then why not lay it down on ZXC and also map Y to the same action as Z? At that point, you've successfully kept it consistent on the 3 keys next to shift for both German qwerty and other qwerty variants. Wow, wasn't so hard was it? That's why I don't buy this bullshit German qwerty argument for a second. If you genuinely didn't think of that and you only picked XCV because you got infatuated by someone arguments for XCV then fair enough, but I expect your next game to have Z/Y mapped to the same input, because now you know why ZXC is far superior to XCV.
Now back to the lessons. You may offer WASD as an alternative to ARROWS, (WASD is shit for anything that doesn't require the mouse, at least imo) but if you do that, you must distribute the load by also assigning Z/X/C alternatives to the right hand.
If you have more than 3-4 auxiliary inputs, you may switch row after ZXC or ZXCV, but be very wise with where you're going to pick the next keys as there needs to be a flow. Analyze the motion and placement of your hands during gameplay to evaluate if the placement is good.
If you only have ARROWS/WASD for movement along with a single action key, then PUT IT ON SPACE ALONG WITH Z.
Now back to your game Yellow Beans, W and E were picked out of nowhere for seemingly no good reason. They are surrounded by non-reference keys. I suggest the follow scheme which is far better:
Left/Right/A/D: Move left and right
UP/W: Jump
DOWN/S: Protect NOTE: would usually be an action key, but your character conveys the down-arrow protect quite well since he seems to duck. Therefore, it is intuitive.
And now our action key:
Z/SPACE: Attack.
What happened to the text advancing key? **You don't need it.** You want to optimize your scheme in a way that is intuitive. This won't work for all games, but in your case, put it on Z along with attack. Therefore, there is no switching around. There is only a single action key along with arrows. We offer an alternative with space since, again, there is only one main action key.
I hope this was helpful to you, and happy holidays!
There are more than one type of keyboard? Lol
in the future, my game will be able to let you choose the keys