I Made the Easiest Game Ever

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I Made the Easiest Game Ever

I Made the Easiest Game Ever, for the Miz Game Jam - a 48 hour Game Jam where everyone uses the same art kit, based off Miziziziz's series "Four Game Developers Jam Off the Same Art Kit".

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Making this in the 80s - 90s would have made you a millionare.

YaxxinIsCool
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The Ghost could have been an unkillable enemy that spawns from wave 4 to prevent camping by chasing you through walls and keeping you moving.
The Ghost would get faster each wave onwards, chaging the game from fortress camping to an arena shooter in which you shape the enviroment to your needs.

oddtomato
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I think that if I played this, my only gripe would be that the player is much faster than all of the enemies, and maybe making them the same speed as the gremlin zombie would help. Maybe adding a building grid would be good too, as the free form building looks a little scuffed with everything being so square. Otherwise, everything looks solid and like a pretty good game.

azericthetraveller
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7:29 Pro tip: use "depth = -bbox_bottom" to make the trees overlap with the bottom one in the front. I learned that from Shaun Spalding. You probably fixed this in newer versions, but it's handy for new game developers.

NaudVanDalen
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Honestly it’s amazing that so many different games can be made with the same art kit

jussomeidiot
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This actually looks like a good game. I'm not gonna lie.

msidc
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ADD MORE. All your games are actually really cool. Add more to your games man

beltionbambie
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You could add doors, eggs to farm chickens, “windows” and do the boss guy be able to one hit wood and need 10 hits to him destroy the stone walls

CreatorProductionsOriginal
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someone suggested the idea of a (building grid) so the buildings you make seem more organized.
my additional ideas:
expanding the game more to have a furnance where you put wood (as fuel) and stone (as ore) to get a (metal bar), and a workbench where you can make:
- wooden door
- metal door
- wooden bridge (stackable)
- stone bridge (Stackable)
- upgraded gun 1 (needs 10 metal bars)
- upgraded gun 2 (needs 50 metal bars)
- upgraded gun 3 (needs 100 metal bars)
some more map options with special effects each, like
- Tundra map: enemies are slower, but so are you.
- desert map: enemies are slower, but there are way less resources.
- jungle island: enemies are slightly stronger, but there are far more resources.
- Savannah island: you are faster, but so are the zombies.

belalabusultan
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Add dificulty:select an harder or easyer mode for the game
Album:shows all audio sounds and music
Non used enemies:the ones you said on v1.2
Options option:it contains mires styff to customize
Customizabke characters:in the options menu you should do an customize character select that you buy with points
And also add some bonus to make the game easier

miguelabro
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i really like the concept of the game, so i came up with an idea for what could be added in an update. since the video seems to be picking up a bit in the algorithm, i'm hoping this game may get revisited in the future.
the small changes
dropped item collision: dropped items such as cobblestone seem to sometimes get into walls and stay out of reach until you break whatever it's phased inside, which may interfere with strategies like basing inside of natural resources, which was shown in the video
tile-based block placing system: a system where resources snap to a grid like the natural cobblestone resource does would probably look nicer and would help with later base-related ideas. however, you wouldn't be able to make paths to shoot the enemy if blocks were snapped to a grid.
endless/hard mode: this would be a theoretical mode which doesn't kill enemies after a wave finishes, meaning that you'll have to wipe out the enemies yourself.

bigger changes
new weapons: enemy waves can get pretty tough, the basic gun doesn't seem to hold up to the amount of enemies spawned. perhaps crafting, looting, or otherwise obtaining new methods of fighting off the horde would provide a chance to fight back, whether it be hacking and slashing, running and gunning, or bashing in your enemies' pixelated skulls.
new resources: if the game is to get an update, a new layer of progression would open up a whole slew of options.
new base blocks: with new resources comes another tier of base blocks, but there could be more options. my idea mainly revolves around the new resource granting a new tier of technology or convenience, such as a door block which only allows entities through when a player is nearby and otherwise acts as a durable wall or a turret block which may require a higher-tier gun to create. both of these ideas stem from a system where resources from outside your base will be required, though, and some may be able to make do with a campy, basic setup.


more waves: the basic seven waves at the moment provide a good amount of challenge for the content given, but some like me may become a bit too attached to their game session and want to go a bit further with what they've managed to set up. with new progression and potential for larger and more complex bases, having around double the waves would provide ample time to gather, organize, and create a true fortress.
new enemies: with newer weapons and an emphasis on building longer-lasting, practical bases and progressing to a more powerful state, enemies will likely want to up their ante as well. my proposition is that after wave 7, where the original game would end, you start seeing new enemies which put the base you've built to the test. i came up with three ideas; the first would be a Meat Monster, a juggernaut which looks similar to the lava monster shown in the video, which powers up by consuming zombie-like enemies, able to destroy higher tiers of materials as it gets larger. the second would be the Poltergeist, a support-based monster which looks similar to the ghost shown in the video, which could teleport around to unoccupied spaces and fire projectiles or phase through blocks as speculated. my third idea would be a Lobber, an undead goblin which would throw projectiles over walls and attempt to avoid you, being an annoying little pest that won't let you hide or stay still for too long.

personal ideas
bosses and lore: i had the idea of adding a slight amount of lore to the game through bosses, such as how and why you're stuck on an island fighting waves of undead. they also serve as gateways to the next portion of the game, being a challenge to overcome before entering a new section with new mechanics. my system for bosses could follow either waves 7, 14, and 15 to follow the earlier game's wave count, or 5, 10, and 15 for an even distribution. my basic lore is that you were a hero of some sort, but got trapped on the island after the necromancer you were chasing put a barrier around the island to keep you there, and are now sending their forces at you in an attempt to wipe you out for good, the name of the game being from the necromancer's taunting words to you: "you probably won't survive". the first boss, on wave 5/7, would be a fully powered up Meat Monster which could charge through even the sturdiest of walls, which mainly tries to attack you with melee hits and speed. it may be tanky and powerful, but it would have its weaknesses: it would be very simple and predictable. upon death, it may release a lot of souls that the necromancer put into it, allowing the new enemies from earlier to spawn but also infusing the island with new, more powerful materials. on wave 10/14, you would encounter a bone dragon, which would be the necromancer's strongest creation. this boss would have more abilities as well as being smarter than the previous one, but at this point you should have the highest tier of resource as well as a base which can withstand its onslaught. if you can beat the bone dragon and potentially withstand a last few waves of enemies, you will be up against the necromancer themselves on wave 15. despite all their efforts, you survived, and now it's a one-on-one deathmatch between you and the necromancer. i'd say the necromancer's attacks and movement would be magic-based, maybe taking after the Poltergeist and Bone Dragon enemies, as well as having their own unique moves. after this, the story would conclude with you escaping the island.
multiplayer: my desire for multiplayer in this game stems from the fact i'd love to share the experience with friends. what'd be better than getting together with a few pals and taking down the horde of enemies with a new arsenal of weapons and strategy?

the game truly resonates with me, as a game that was made in 48 hours, it has a brilliant concept and a polished execution. though i haven't played Enter the Gungeon, the movement and combat of the game has a similar vibe, so i feel it could be very satisfying to bring in projectile-based enemy types to dodge and unique, new weapon types to retaliate with, as well as having the duality of the more tactical gathering of resources and creating a base. while the game has been out for around a year now, i feel that it's never too late to revisit it. i'd love to spend the majority of a day figuring out new mechanics, trying out stupid strategies, and eventually triumphing over an expanded version of this game.

froggyfroggit
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3:37
If wave is active: spawn enemies
If not active: *STILL spawn enemies?*

MrPuzzleCodes
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Me: "Mom can we get minecraft?"
Mom: "No we have minecraft at home!"
MINECRAFT AT HOME:

JCBcool
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Game name: "You probably won't survive"
Him: **Doesn't survive**
Me: "Well, he wasn't wrong..."

turquoiseninju
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Games that have an ad that says "This game is impossible":
At last, a worthy opponent, our battle will be LEGENDARY"

marcosluismartinmorales
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Update it! Idea: fallen/phantom, difficulty, and farming, also please add more guns (American here)

Fallen/phantom enemies move quick, hit for a lot, and only appear when you’re near them.
Difficulty: maybe fallen would only spawn in a hard difficulty setting, also more zombies on hard mode, and a weaker gun
Farming: points = more points, also chance to get an extra heart container

(There are two types of people, TDS ALERT or oh, sounds cool I like TDS, bring it to YPWS) even though Heart container was literally right after it, which was taken right out of Zelda. Really shows how much effect roblox has on the world. Like facebook to old old seniors who are at or goimg into retirement

epicboxx
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Add caves where you can find things called "lost health" when you click them you get a extra health bar

sasosaso
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This reminds me of those one flash games where it's a simple game but you play for hours.
Thanks bro

carameltheflan
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This looks very cool! I wish you could make it to the full game!

Чешуйчатый-дм
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I haven't played the game but it looks like a solid base for a game. My suggestion: you could add some kind of indicator of when waves are active and when they're not. It's pretty common to have the peaceful time to be "day" and the waves coming in at "night". You could add a sun/moon indicator and possibly make it a tad darker during the night. Your one wave almost turned the game into a tower defense. That's another mode you could add. Have various paths the zombies have to walk to get to your camp.

luckygreentiger