The Tearable Three by grandtheftmarmot

Video with Making Of / Soundtrack / Timelapse / Playthrough / Spoilers: https://youtu.be/CUTThEnC-XE






The Tearable Three is a platform-style game about three stuffed toys that are trying to escape an evil laboratory where they've been imprisoned.
Each stuffed toy has different strengths and weaknesses, but each toy must also choose a body part to discard in order to escape in time. Losing different body parts will severely effect different elements of their controls, and will effect each character differently.
Hop (or hobble!) your way to the end of the level to face your captor. Who is this beast and why is he performing these heinous experiments on you and your friends?
http://grandtheftmarmot.itch.io/the-tearable-three-release-version
Ratings
| Overall | 842th | 3⭐ | 55🧑⚖️ |
| Fun | 825th | 2.811⭐ | 55🧑⚖️ |
| Innovation | 387th | 3.311⭐ | 55🧑⚖️ |
| Theme | 255th | 3.858⭐ | 55🧑⚖️ |
| Graphics | 559th | 3.443⭐ | 55🧑⚖️ |
| Audio | 360th | 3.31⭐ | 52🧑⚖️ |
| Humor | 396th | 3.083⭐ | 50🧑⚖️ |
| Mood | 678th | 3.12⭐ | 52🧑⚖️ |
| Given | 59🗳️ | 54🗨️ |
My wonderful programming partner has been working on the bugs since the minute the jam ended! lol He's definitely really dedicated and he's making a GREAT game! :D Thanks for your comment!
Anyway, the art is really really cool and the idea is interesting.
I look forward the Post-Jam version !
We had a slightly different idea going at the start of the Jam, actually... probably until mid-Saturday, so I'm really glad our idea morphed into what it was and we have such a good start to a game!
Please do make a post-compo version of this!
http://grandtheftmarmot.itch.io/the-tearable-three-release-version
@trifectuh @oakenman @fireslash
http://grandtheftmarmot.itch.io/the-tearable-three-release-version
Thanks for testing and giving feedback! @tetralogia @pudding @trusty @ladyknight1825 @ninnec @harark @sketchycode @royur @odlog-oglog @furtive-pygmy
If you get a chance (and weren't already playing the post-jam version) check it out! Post-jam version has some updated controls! Though we did leave those a little difficult as well, each sacrifice type has a different negative effect on how you move!
http://grandtheftmarmot.itch.io/the-tearable-three-release-version
Btw...If I am not wrong it is totally OK to do bug fixes after the jam so you can update your current link...
http://grandtheftmarmot.itch.io/the-tearable-three-release-version
I'll look into it, but I was under the impression the initial submission has to be what was completed in the 72 hour jam!
We did a lot of bug fixes for the post-jam release! http://grandtheftmarmot.itch.io/the-tearable-three-release-version
Thanks a bunch for playing! Will definitely do more work on the controls!
Thanks for testing the game out! :)
- This is a great concept. The difficulty of the three sacrifices is pretty well-balanced. I still can't decide which to favor, and that's a good thing.
- I really like the filter you use after removing the eyes. It looks like you're squinting through several layers of fabric, and as a cosplayer who uses masks a lot, the feeling hits pretty close to home.
- I also like how there are multiple ways to approach each level, especially given the double jump (though the instructions should really mention that you can double jump). Even though this game is a purely physical challenge on the surface, making decisions about your sacrifice and the route you take through the level help give it more of a cerebral feel.
- It's a shame you couldn't get the collision bug fixed before the deadline, but thank you for putting up a fixed version so quickly. It's definitely a lot more playable, and allowed me to see much more for your content than I would have otherwise. That said, I did notice a few more minor issues, even with the post-jam version:
- While the collision no longer clips you through the level or anything like that, collision with ceilings in particular could still stand to be improved. For example, if you're jumping to the left and hit a ceiling, it pushes you back to the right. In the post-jam version, you are allowed to move to the left again after falling for about half a tile, but even the small amount of pushback that still happens can make it difficult to progress in some areas (such as the little nook containing the key in the first level of the post-jam version), especially since you can't control your jump height if you sacrifice your legs. It would feel more natural if hitting a ceiling preserved your X velocity and only changed your Y velocity.
- I got no audio at all on my first playthrough of each version. I would have chalked it up to a weird sandboxing thing that my antivirus (Avast) does when running certain unfamiliar programs for the first time, but I checked the HTML5 build, and it happened there too, with no (visible) intervention from Avast. The audio is now working for me on both builds of both versions. I have no idea what could cause a bug like that... maybe it's still something specific to my computer. In any case, I'm glad it's working now- the audio is great!
- On the sacrifice select screen, if you click a sacrifice but press the left or right arrow keys during the fade to black, you can change the sacrifice before the level begins. I discovered this accidentally, and I imagine that this is unintentional.
Unfortunately, due to time constraints, we didn't get our boss level or "win" screen finished, but I assure you we are working on some text/plot! The art for the ending is complete! :) We're just going to work out the details once we've gotten back to normal, post-game-jam life!
Post-jam version has been in the works with quite a few bug and control fixes. If you didn't see the link above or get to check it out- here it is!
http://grandtheftmarmot.itch.io/the-tearable-three-release-version
I really like how you described your experience with no eyes, that's really cool! I wasn't sure WHAT that was going to look like when @grandtheftmarmot was telling me about it. But once he added it and I saw it/played with it, I was incredibly impressed!
I do realize I'm still having some trouble controlling my character when I collide with blocks, so that's something we'll discuss as a team and work on for future versions!
As for the audio, I'm not sure what's happening on your end, but I have had functioning audio on my computer each play through (I'm not the programmer, so I will definitely relay this info!)
I didn't know about the sacrifice changing with the arrow keys, though! I will definitely ask about/look into that, thanks!
- You are right that we should mention the double jump. Also the no-legs version has a totally different jump mechanic, which I never got around to mentioning. (Jumps when you hit release, and jumps sideways if you hold down run, but up if you don't.)
- Yeah, collision with ceilings doesn't feel great. Originally we had a "hit your head too hard and you get knocked out for a second" mechanic that slowly got stripped down more and more because it was more fun without it. That was mostly added to nerf the no-legs sacrifice, but I agree that it might be more fun without any sort of impact mechanic associated with the ceiling collision. We'll change that.
- Hmm. I was under the impression that the game won't start until all the assets are loaded into memory, since I'm not doing it asynchronously or anything. It literally just loads them all first and then starts. That it did it on both builds has me worried it's something I did, and not something in the engine. Even with antivirus sandboxing, I didn't think that could affect an executable loading assets into memory after it's already running. I'm curious if this happened for anybody else and they just thought it didn't have any audio. Some people skipped voting for our audio, and I wonder if that's why and they just didn't say anything. I can't reproduce this on either version though, although I have literally no antivirus stuff running. One other thought that I have-- GameMaker is by default sandboxed to a directory in the Users/AppData folder, but I modified mine, originally for making apps, like our Sound Effects Generator so you can save things wherever you want, that doesn't have any sandboxing. It normally requires that I package it with a .dll that does the actual circumventing, which I don't include with any of my games, but I do have all of the "unplugged wires" for it in there. I wonder if your antivirus knows the usual fingerprint of the engine's API access and saw something was amiss and freaked out a little and limited the API access until it saw there wasn't anything actually trying to reach out. Anyways, if you do come across any more behavior like this on our stuff or any other GM2 games you see, please let me know!
- Good catch on the sacrifice screen! The sacrifice image objects handle their own mouse hover detection but the keyboard input is handled by a singleton, and I forgot to lock the inputs after the sequence starts. Derp.
However, it is really interesting to note the effort put on the mechanics, graphics and audio. The simple and sad melody sets the mood as the graphics complement it in a nice way.
Like many, you had the idea of losing parts of the body as to fit the sacrifice mechanic, and i though of doing something like that but though it would be way too complicated to implement. Good to see that you went through this way and it resulted in not only a nice concept but also a nice entry.
Congrats!
POST JAM: http://grandtheftmarmot.itch.io/the-tearable-three-release-version