CAN you stay alive? by Gorypixels
A barely playable thing where you must fight to keep your precious soda can alive!
Made using a fake 3D "Engine" made a looong time ago in GameMaker!

https://youtu.be/hGffW_sPn0U
Enjoy! :-)
| Youtube | https://gorypixels.itch.io/can-you-stay-alive |
| Youtube | https://gorypixels.itch.io/can-you-stay-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/can-you-stay-alive |
Ratings
| Overall | 944th | 3.602⭐ | 46🧑⚖️ |
| Fun | 897th | 3.477⭐ | 45🧑⚖️ |
| Innovation | 1222th | 3.286⭐ | 44🧑⚖️ |
| Theme | 889th | 3.802⭐ | 45🧑⚖️ |
| Graphics | 285th | 4.3⭐ | 47🧑⚖️ |
| Audio | 1028th | 3.227⭐ | 46🧑⚖️ |
| Humor | 883th | 3.143⭐ | 44🧑⚖️ |
| Mood | 1583th | 3.179⭐ | 44🧑⚖️ |
| Given | 50🗳️ | 75🗨️ |
Also I had a crash once,
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_aliado_sombra:
Unable to find any instance for object index '100893' name '<undefined>'
at gml_Object_obj_aliado_sombra_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_aliado_sombra_Step_0 (line -1)
PS, wish there was Music.
It's simple to understand.
Maybe to much enemies at once.
Thank you for this game !
The colors are amazing. Great job !
Oh yeah that sound track was rad too. Good game concept though!
However I had a good time, the graphics are really cool, and I like how dynamic the game is.
I think that if you reuse that engine next time and take more time to work on the gameplay, you could make an awesome game !
Well done !
-Increased the volume to audible levels
-Hopefully fixed the fatal error that sometimes used to happen
-Added a tiiiny little leeway at the begining of the game to prepare to the (still) massive assault coming seconds later ajajaja :)
Hope you like it!
Well done!
1 - Mecânicas, Aprendizado e Fluxo:
A mecânica é interessante e divertida.
A cada partida a gente aprende a jogar um pouco melhor.
O fluxo de jogo gera mais ansiedade do que tédio, então posso considerar que fica difícil muito rápido (talvez prolongar o tempo mais fácil no início permita o jogador aprender melhor ainda na primeira partida).
2 - Gráficos, Áudio, Narrativa e Polimento:
Considerando que tudo foi feito durante o tempo de Ludum Dare: meus parabéns ao artista gráfico e meus parabéns ao responsável pelo áudio, ficou muito bacana.
A narrativa não é o foco do projeto, ao que entendi, então não cabe falar muito a respeito disso.
Polimentos podem ser feitos em relação à HUD e ao espaço em torno da cena propriamente dita.
3 - Cultura:
A estética do jogo permite conversar com efeitos artísticos (tanto gráficos, quanto em termos de áudio).
O jogo remete a jogos de administração de parques de diversão, mas (obviamente) não é o objetivo.
Os soldados (oi-oi-oi) fazem lembrar de brincadeiras do tempo de criança; então o jogo bebe da fonte do imaginário infantil.
4 - Monetização:
Se o jogo for reprojetado para ter uma narrativa (mesmo que simples/direta), poderia haver diversos estágios; quem sabe vendesse em stores como itch.io (a baixo custo) ou para smartphones (neste caso com propagandas, creio).
Trazer jogadores poderia fazer proveito do que foi dito em [3], em seguida uma pesquisa e a procura por nichos de interesse em redes sociais (como Facebook etc).
1 - Mechanics, Learning and Flow:
The mechanics are interesting and fun.
With each game we learn to play a little better.
The flow of the game generates more anxiety than boredom, so I can consider that it becomes difficult very quickly (perhaps prolonging the time easier in the beginning allows the player to learn even better in the first game).
2 - Graphics, Audio, Narrative and Polishment:
Considering that everything was done during Ludum Dare's time: my congratulations to the graphic artist and my congratulations to the responsible for the audio, it was very nice.
The narrative is not the focus of the project, as I understand it, so there is little point in talking about it.
Polishing can be done in relation to the HUD and the space around the scene itself.
3 - Culture:
The aesthetics of the game allows you to chat with artistic effects (both graphics and audio).
The game refers to amusement park management games, but (obviously) is not the goal.
Soldiers (oi-oi-oi) remind us of childhood games; then the game draws from the source of children's imagination.
4 - Monetization:
If the game is redesigned to have a narrative (even if simple / direct), there could be several stages; maybe it would sell in stores like itch.io (at low cost) or for smartphones (in this case with advertisements, I believe).
Bringing in players could take advantage of what was said in [3], then a search and search for niches of interest on social networks (such as Facebook etc).
I failed to read instructions, and did not realize I could drop the pencils my first few games.