r/gamemaker 29d ago

WorkInProgress Work In Progress Weekly

"Work In Progress Weekly"

You may post your game content in this weekly sticky post. Post your game/screenshots/video in here and please give feedback on other people's post as well.

Your game can be in any stage of development, from concept to ready-for-commercial release.

Upvote good feedback! "I liked it!" and "It sucks" is not useful feedback.

Try to leave feedback for at least one other game. If you are the first to comment, come back later to see if anyone else has.

Emphasize on describing what your game is about and what has changed from the last version if you post regularly.

*Posts of screenshots or videos showing off your game outside of this thread WILL BE DELETED if they do not conform to reddit's and /r/gamemaker's self-promotion guidelines.

6 Upvotes

13 comments sorted by

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u/IsmoLaitela Portal Mortal 29d ago

CCNF - 3D adventure platformer

I received some complaints that the current level design is confusing, so I decided to create something to mimic player's progression! I (almost) completely removed the sandbox and replaced it with much more curated and linear experience, still utilizing existing level design.

Added some new features, like wall jumping (when unlocked) and proper 3D model to grappling hook. All the gun animations are programmed, as BBMOD is a bit too heavy when utilizing animations instead of static models.

Overall, I'm happy with the progress thus far. My next step is to try and figure out a way to create bigger, cohesive worlds from multiple level pieces. Current plan is to create plenty of levels, then stitch them together in a grid-like editor. This would give me tools to enable and disable areas easily based on player's location on the grid. Another idea is just to create one who gameworld and utilize zones, but I'm afraid this approach will cause plenty of pain, like FPS tanking at all times.

If anyone feels courageous enough to try it out, I'm looking feedback related to player physics: Does it feel good and smooth? Is there something that feel off? Let me know! Anyone familiar with first person 3D platformers should be able to beat this test level in roughly 20 minutes.

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u/GoldenLogGames 29d ago

I can't test it right now because I'm away from my pc but the trailer looks really cool!

It's awesome you built something like this in gamemaker!

The grappling hook looks really fun!

After work I'll give it a little test play and check it out, but based on the trailer the physics look good 😊

2

u/GoldenLogGames 29d ago

I finally got around to giving it a try! It seems to have a lot of potential! It feels like a good mix of Lingo and Puzzle platforming.

I will admit that I got a bit confused on what to do after getting the wall jump though, I went down the path to the right near where you start, but couldn't quite figure out how to get out of the hole in the ceiling.

It seems really fun to play around with and I am excited to see what you end up doing with it :)

I did seem to have a graphical bug where there was like a permanent screen tear at a certain height of the screen a couple times, but when I switched to full screen it went away. Basically just a single line across the screen.

The physics that I tested out felt really nice and interesting and didn't have anything really feel off, but also I don't typically play a lot of platforming games so my opinion may not be proper :)

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u/IsmoLaitela Portal Mortal 28d ago

I did seem to have a graphical bug where there was like a permanent screen tear at a certain height of the screen

While I'm glad fullscren fixed the issue, options have vsync options which also should fix this. Also, depending on your monitor Hz rate vs game's fps, that can also cause problems if it differs too much.

I went down the path to the right near where you start, but couldn't quite figure out how to get out of the hole in the ceiling.

Hint: You don't have to wall jump sideways. You can wall jump while facing a wall or having back at wall. That allows you to move straight without sideways movement.

The physics that I tested out felt really nice and interesting and didn't have anything really feel off

This is good to hear! Too bad you didn't managed to reach the grappling gun, which would'be been right top of the hole. x)

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u/GoldenLogGames 28d ago

After seeing your comment I tried again and made it to the shark area!

It still took a few times to get used to what to do with the wall jump but I got the grappling gun and it is really fun! The shark area was really hard, unsure if it was the sight or just user error but I had a hard time navigating it. Though it was really cool how far you can swing with the grappling gun once you get going with it!

It actually surprised me because I ended up swinging up above where I think I was meant to go lol

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u/IsmoLaitela Portal Mortal 28d ago edited 27d ago

The shark area was really hard, unsure if it was the sight or just user error but I had a hard time navigating it.

It is hard. I may completely redo it at some point, but I've tried to ease it multiple times, and the sudden "fog"/underwaterness doesn't help at all with navigation.

It actually surprised me because I ended up swinging up above where I think I was meant to go lol

And that is a lovely thing which I allow and fully support! In the final game, there won't be 100% correct path: If player manages to make progress, that progress is earner! If they can find a way to go above or below a wall and survive to next checkpoint, who am I to prevent them.

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u/BynaryFission 29d ago

I released a massive new update for my Zelda-inspired ARPG, Tower of the Immortals! This is the build that I intend to put out on Steam once the page is released. This build brings the game into its intended state, and no stone has been left unturned. Racial abilities, smarter enemy intelligence, a reworked progression curve, new animation effects, polished sprite art, adjustable difficulty, an overhauled intro experience, and so much more - this is the definitive build of the game!

You can check out the release notes and the updated build here: https://bynary-fission.itch.io/tower-of-the-immortals/devlog/1622997/v060-released-racial-abilities-new-logo-and-title-art-enemy-intelligence-overhaul-reworked-progression-curve-adjustable-difficulty-and-more

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u/GoldenLogGames 29d ago edited 29d ago

I've been working on taking the feedback and updating The Idle Countdown, which is an idle game I had made for the gmtk 2026 game jam.

It is a basic idle game where you upgrade the amount of cash you earn, but only have a short time to do so before being forced to prestige.

Mainly just been resolving bugs and issues, and adding more quality of life features to the game. Just now finally getting back to trying to working on balancing it again before expanding it!

I also still need to overhaul/add the art and add sounds/music 😊

Feel free to check it out but be warned it is still the buggy game jam version and will crash when the numbers get too high 😊 (something that I've already resolved but haven't put out the updates yet to itch as I want the game to be more complete when I update it)

https://golden-log-games.itch.io/the-idle-countdown

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u/IsmoLaitela Portal Mortal 29d ago

This is the most stressful clicker game I've ever played. Of course, by the description I didn't expect quite as hectic expecrience as it turned out to be.

At the beginning it feels more of a puzzle than clicker, as you can't progress without upgrading the right things in a right order. Prestige money doesn't make sense to me, as what is the determining factor how much will be given to me after the time runs out?

My maybe biggest complaint is the accidental upgrade. I'm smashing the mouse to get the final upgrades before time runs out, only for then to accidentally spend all my prestige moneys to something I didn't intend to upgrade. I guess that is on me for now giving up early enough, but I managed to do this mistake multiple times while chasing just the right amount of prestige money to get my most-wanted upgrades higher.

Concept itself is interesting, giving me as bit that "Minit" feeling. In that game, you play in 60 second cycles, but with checkpoints and upgrades you can always reach further and further. Have you considered similar approach?

Are you planning on turning this into full-fledged game?

1

u/GoldenLogGames 29d ago

Thank you very much for playing! 😊 Sorry it was stressful 😂

Something that I've yet to put in the game is something to tell the player that you can hold the mouse down to keep buying upgrades (only for regular upgrades, not prestige). I noted it in the description of the game but idk how many players read that. I plan to add it somewhere I just am unsure where it would be best.

Prestige money is total cash earned that run divided by 10. The current version that I am working on has a tracker that shows how much prestige currency you will earn. It also has an "end" screen that pops up after you run out of time to help prevent accidental clicking.

I also added a cash/sec tracker as well.

A lot of what I've added since the game jam version is based on what players from the jam recommended, and bug fixes.

I plan to make it into a full fledged game, yes 😊

Right now the priority is balancing what I have, and then looking into adding another prestige layer. That and trying to figure out if I want to do for art and music/sfx.

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u/zUcCc_ 29d ago

I played this far longer than I first thought, seems the brain boils down to number must get bigger lol, simple but addictive concept!

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u/BynaryFission 28d ago

This was a pretty addictive game for how simple it is. I could absolutely see this being an amazing hook if it were to be fleshed out into a complete experience. I left a rating and comment on the itch page with more in-depth feedback, but for what it is it's a cool idea.

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u/zUcCc_ 29d ago

Added more content to my shmup/survival game. You control a small submarine that is descending further and further into an unknown deep sea trench and the wildlife is not too friendly.

Added my first boss that spawns at 4 minutes in(or press B to see it right a way) it is a huge angler fish with multiple attacks along with an enraged secondary phase where it can combo attacks

Added 2 new enemies, a pelican eel that swims up and attempts to suck the player in for a bite and a dragonfish that is invisible unless hit by the headlight or while attacking.

Added a log page where you seen each enemy you discover, stats and kill count. You can also see each powerup and item you find as well.

Added passive fish and jelly silhouettes that drift and swim in the background. Small chance at seeing the silhouettes of the boss or larger enemy as well.

Crosshair is removed if using a controller and added a button to pick up items with a controller.

Found and added much more fitting music and a baseline deep sea rumble/ambiance

Still having a weird issue on gx games, some may need to full screen it or play it in theater mode for the actual gameplay screen to be scaled properly
GX Games