The Tale of Gnome is out! My first game is out!

My first game ever, The Tale of Gnome came out today, and while it may not be the best game ever, please know that I have never made a game on Flow lab before this one.

Credits:
@hihilogic
O.C(name is not posted here for secrecy, and he or she does not have an account, but the name will be altered when he or she makes an account)
@106297 (me)
And others

9 Likes

Sorry, but the organization, honest-to-god, is hurting my brain.

  1. Most of the blocks aren’t named.
    image

  2. A lot of them are just default (the little blocks that look like they’re popping out) blocks with no code whatsoever.
    image

  3. You have blocks placed in your level that don’t need to be


    image

3 Likes

I…will fix it. I have all this because I have made some mistakes, and there was a lot of weird stuff, and I still didn’t know all controls when I did this stuff, and the spikes are there because when I was making the game, the player kept falling through the ground.

5 Likes

Not bad for your first game!

3 Likes

the game is pretty good, but it would look better if it wasn’t all default sprites ¯_(ツ)_/¯
try making your own art!

1 Like

I only have the free version. And the default block that @hihilogic pointed out were there on accident, but now they are gone.

2 Likes

A couple more things:

  1. Change the boss hitbox to square. Otherwise, jumping on the boss becomes very fidgety and annoying.
    image

  2. You don’t need these boundary blocks. Just use your regular ground blocks, as they work the same way. (Another thing, you can put the restart code in the player itself instead of something else)

  3. When the level starts, the player is backed right up against the wall. I’d advise putting the wall further back, and then adjusting the camera limits just to the point where you can’t see that wall. (Don’t pay attention to the right number, I was just adjusting that so you could see better)

  4. Spike damage is… odd. Change it to something different.
    image

  5. Instead of restarting the game, drag in a Load Level and set it to “restart current”
    image

Another thing, I’m not trying to be extremely negative about this game. I’m just trying to give you suggestions so you can learn :upside_down_face: :+1:

2 Likes

OK thank you. What would a better spike damage be?

3 Likes

how about just 1 lol

2 Likes

Like, 1. In my opinion, everything should have the same damage. That way the player can easily adapt and not have to memorize different damages for different enemies.

2 Likes

Ok. Should the bats be kill-able?

2 Likes

OH. @hihilogic the game version your are in currently is a alternate version. That version sucks. So if you only have the player health bar, just die in the game, and once you have the boss health bar, that is the version you want.

2 Likes

yeah, I suggest adding a sword or something to the game to kill some of the mobs, just something to make it look a bit better

2 Likes

You can jump on the monsters head to kill them

3 Likes

just add that to the bats then and if you can, add a death animation for them

2 Likes

OK. I don’t use death animations for anything because then, even when you kill the monster, until the animation is done, you can still take damage from the monster.

2 Likes

Then do this:
Collision [Player] (out) → (false) Enabled
Along with the other code.
(Find enabled in the properties section)

1 Like

Oh. That is a good idea. I just have to see if I can draw a death animation for the monsters. I am very lazy, and I’m not very good at pixel art. But i will try

2 Likes

I just added a point system for collecting coins, but would it be better if I made a point systerm for killing monsters and coins?

Also some challenges

  • Collect all 6 coins

  • Get a time under 25.36

3 Likes

alright, i’m up for a challenge!

1 Like