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Tess
Surreal Run-and-Gun 2D Platformer

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Tess

author=Nyapurgisnacht
Also, would it be alright if I made a post about your game on my blog with a link back to here? :3


Yeah, it would most definitely be alright!

Plans for an "expanded" version have since been scrapped in favor of developing a sequel instead, for various reasons.

The secret ending isn't really a "happy" ending, but it's not too hard to find I think. It's kind of an early ending, if you get it.

Anyways thanks for playing, I'm glad you enjoyed the game.

Tess

author=Riddleriddle
I really enjoyed this game. The atmosphere created from the music and the characters left a kind of melancholy impression on me after I played it. I really wish there was more to it, it was good but far too short, and it left a lot open.


Yeah I wasn't able to make the game as long as I would have liked to due to the original time constraints of the project. The whole thing feels very rushed, looking back on it.

I guess we'll just have to wait for Tess 2. I'm trying to plan it out better, story-wise.

HOME (OFF fangame) Review

author=GrizonII
With that spelling+grammar error, was that picture taken on the latest version? I know a lot of spelling errors were in the beta version.


It was taken in the latest version as of my playing, which was version 1.0.0, the first full/"finished" version released to the public. However it may have been fixed already, as I had shared the review with the game's creator before it was published (along with a list of all the other typos I found), and it took a couple of days for RMN to process and approve the review.

Tess

author=EdgeOfChaos
My screen goes dark after logging in with GameJolt and doesn't respond.

Yeah there was a bug with the gameJolt API (getTrophies) if you didn't have any trophies achieved yet, so I'm uploading a fix for it right now. I was using it so that if you had the trophies on gamejolt it would achieve them in the game for you (so it would work across multiple computers), but the API function I need to do that is bugged so I'm just going to cut that out for now.

Edit: The fix has been uploaded.

Tess

author=Merlandese
Just finished this up! I'll be writing a review of it soon. :)

Looking forward to it!

Tess

author=nom300
What this software?


The game was coded in Java. Primarily uses the standard Java libraries.

Tess Review

Hey I have some questions about your review/playthrough, specifically the sound issues you were having. What version of the game were you playing (it'll say in the window title)? What OS are you on? Was it only the BGM that wasn't working, or was SFX dead too? Was the volume for BGM set to a non-zero value in the options menu? (it should be 100 by default, but...)

Also could you maybe go into more detail on the platforming "feeling clunky"? Like, is the game running slow/dropping frames or is this something else? If it's not related to frame-rate I can probably fix it somehow. And the directional locking while shooting is a mechanic that's probably more suited for advanced players I've found (it's ideal for running away from enemies AND shooting them), so I've been thinking of making it toggleable via the options menu or something since some players prefer to play without it.

Oh, and thanks for your review!

Tess

author=EdgeOfChaos
One recommendation about the controls is that Jump and Up (in menus) should be the same key. After all, you won't be jumping when you're looking through a menu. Then reconfigure the key to default up the up arrow key. This way you can jump with the same hand that you move the character with, and that's good as jump is a form of movement.


I've always preferred the Z/X combo for jump/shoot keys, and it's sort of a common standard among keyboard controls for games I've found. Also jump acts as the OK key with dialogues/choices too, so it can't really share a key with up.

But yeah I think you might be among the minority here with your key preferences (but that's why we have reconfigurable keys in the first place, so everyone can have it their own way).

Tess

author=Breakingchains
I'm excited about this game. :D It has a lot of charm and it's really polished, too. The only problems I ran into were some issues with sound glitches (I think there were too many EXP bouncing around the screen, not sure though) and a small amount of trouble with the controls, but otherwise it's very sharp.

I have to say there's great use of color, too. The whole limited-palette thing is trendy, but most people seem to go either grayscale, red/white/black, or gameboy (pale-green monochrome). This one is mostly greens but knows just when to deviate to abruptly change the mood or make you pay attention to something. It just gives the whole game a really cool retro-meets-modern feel that I like.

I can't wait for the expanded version. The story did seem incomplete and I feel like I need the rest of it.


By trouble with the controls, do you mean just the key placements themselves, or something else, since the key bindings are reconfigurable via the Escape Menu. And could you provide additional details on the "sound glitches", and if they were reproducable? (I've seen the sound engine break when playing a certain sound sometimes but normally changing maps seems to fix it since it refreshes the sound player).

Also I'm glad to here you enjoyed the game so far. The story is probably one of the most lacking aspects of the game right now IMO, and this was sort of a result of the time limit that the 2014 Indie Game Maker Contest imposed on development. So I'll be looking to polish and grow the story more in the expanded release.

Tess

author=EdgeOfChaos
Jump is buggy; whenever I use Jump and try to walk at the same time, it doesn't work. (Like. when I press both keys at the same time).

Overall, though, it's great but too short.

What do you mean? Do you mean that if you press both at the exact same time, that walking overrides jumping? I'll look into that because if that's true then it's an easy fix. EDIT: Yeah, just tested it myself, and that is the issue. I'm surprised you found that since the timing to get it to happen is very precise.

Also it's a short game since it was made for the 2014 Indie Game Maker contest, so I only had 30 days to make it. I'm planning on making it longer later but my character artist is going to be busy for a few months with school, so development will be halted for a short while.
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