Glass Wing

by fromsoysauce

Posted on April 30, 2014 at 11:02 PM

Buy the Full version on ----
This game got 3rd place in the 64 digits spring contest of 2014! Thanks to all of you!
A nice little 3D puzzle platformer that takes after a lot of my fond memories with great N64 games!

Play as Mayfly, a young girl literally snatched away from her normal life by Ferace, a humungous demon. Mayfly is weak and powerless, knowing nothing of combat, so instead she must use her wit and agility to get as far away as possible from Ferace and the mindless monsters that he warns her about.

In her adventure she encounters many tools, all of which prove to make for bad weapons in her hands, think about what the tools are good for in real life and it will all come together.

BIG SPECIAL THANKS to DR.Wolf001 for providing an amazing atmospheric voice!

PV here:
2.0 update video here:

JID commented May 01, 2014 at 7:59 AM
holy jesus that intro was amazing. overall, i enjoyed the game a lot - even though a(presumably?) game-breaking bug prevented me from progressing in the end.

but first, a few of the minor problems out of the way:
movement is sometimes really janky(i'm sure you're aware of this, it's not game-breaking or anything but it kind of annoyed me when trying to jump on the boxes after getting out of water)

gamepad controls are really weird(the start button on my logitech controller was jump iirc, haha) also - they seemed to be non-configurable from what i could tell.

combat seemed a bit weak - also, related: the enemies near the first weapon you get, seem to be invincible?

and this last one, i assume is like a massive bug or something - i keep smacking enemies outside of the level where you get your first weapon, i assume one of them has the key to the locked door in the room beforehand? so if that's the case, it's pretty much impossible for me to progress. i was really enjoying the game before this happened :(

on to the positives:
the game is visually impressive for a Game Maker 8 game

areas are pretty carefully designed, just all around pretty great level design(just one area i was able to walk through from what i've seen, the entrance where you get your first weapon)

keyboard + mouse controls are pretty decently done

the cutcenes(or at least CUTSCENE) that i've seen was done amazingly, add in the fact that there's voice work - and pretty well done voice work at that.

overall, job well done - just fix that damn bug, lol. hopefully there's a simple solution - but it is a comp game after-all, this type of stuff can happen, especially with a game like this. but it really needs fixing at some point

8/10 for now
fromsoysauce commented May 01, 2014 at 1:44 PM
Game pad controls are weird for you? On a logitech? I designed the pad controls for a logitech... and that's not what they are like at all... I have no idea what happend to you there, but it's supposed to be the same map of Zelda OoT.

Combat is weak, but there is a reason for that: Mayfly is weak and cannot fight. Think about it, you are playing as the damsel in distress that just got lucky enough to slip through the clutches of the villain. That said, there are NO weapons in this game, there are only tools. and are good for exactly what they are meant to do in real life. Think about what IRL scythes are for (they make bad weapons).

BTW, am I even allowed to fix that bug? I mean now that the contest is over and all... Like I said though, the game is designed that you never need to kill an enemy so no it is not a "game breaking bug".

Glad you liked the cutscene, that cutscene alone had 3 whole days dedicated to it, that's like 1/10nth of the time for the entire contest.
fromsoysauce commented May 01, 2014 at 2:08 PM
Acid let me patch up that glitch, download it now and it's good. You can just replace the "data" folder with your old one so that you can load your old save data.
iamscissors commented May 02, 2014 at 2:22 AM
Im having a lot of issues running this even on the lowest setting on a laptop with an Integrated Graphics 4000, Quad core i5, and 8GB of RAM. The laptop is only about a year old too. Ill try to get another computer, but do you have any suggestions?
I really want to try it out too!
Powerful Kyurem commented May 02, 2014 at 2:54 AM
This game looks amazing. I can't wait to play it. Too bad my internet is acting up. I'd download it tonight. :(
Mega commented May 02, 2014 at 11:39 AM
Great job on this; looks like an early GameCube/PS2 platformer, and your sound work is great.
I did have a few 'problems'. One was that the camera controls are really unusual. Playing on a 360 controller, the mappings seemed alright (A was the interaction button, B was jump, Y was drop, L/R swung the camera left and right), but controlling the camera was really annoying. After nearly every jump I have to manually swing the camera around and tilt it; and improvement I'd suggest would be to allow the player to turn using the right analogue stick as well. That would make things a bit smoother.

Also, swimming feels a bit... jerky. Mayfly sinks like a stone when in the water, and exiting the water is quite hard in places.

Your 'no combat' take is an interesting one, but it feels a bit forced upon the player.

Overall, an enjoyable game, and a great technical feat for a month's work! I give this 7/10.
fromsoysauce commented May 02, 2014 at 5:14 PM
@iamscissors, I don't really know, I've been getting pretty mixed comments about that. But so far, most people tell me the game runs far on their old computers.

@ Mega, "Mayfly sinks like a stone" you are on to something there.

If the player persists at it they can kill the enemies, but it's a big struggle and just not worth it. I really wanted to keep this whole motif of having Mayfly appear weak and powerless.
Castypher commented May 02, 2014 at 5:24 PM
I played it for about half an hour the other day, and here are my first impressions:

- The game is designed as professionally as a commercial N64 game in some places, and falls far short in others. There is a high level of inconsistency that tears attention away from the game and toward the flaws. The level models and textures come to mind.
- The running animation is very awkward, especially from behind, where it appears jerky.
- There is WAY too much exposition going on in that first scene.
- Unless the character's bones are made of granite, she wouldn't sink that fast in water. If she can fly with wings made of glass, why does gravity suddenly antagonize her when she hits water?
- That first section where you do nothing but run forward for five minutes needs to be cut back significantly. First impressions mean a lot and after seeing that it was all empty space so far, I nearly dropped the game there.
- For a game with platforming elements, controls are awkward and character friction is slippery. If you want the challenge to be in platforming, don't make it because of these limitations.
- Excellent opening sequence, particularly prior to the cutscene.

I was really impressed with a few things like the player model and the atmosphere you set with sound effects and movement and such, but it seems that you put a lot of effort into some places and completely neglected others (which is completely understandable given the time limit -- I'm just making you aware of these things). Regardless, I think this game will be fantastic if you had a little more time to work on it, and considering that we only had a month to work, this is some pretty impressive stuff.

I'll play it in greater depth a little later.
fromsoysauce commented May 02, 2014 at 5:55 PM
Let it be known that I'm not trying to defend the game as it stands right now in these comments, but I do want some clarity as to how I can improve it:

Running animation is weird? really? Are you talking about the bouncing wings?

Yea this wasn't something that I could get around really, he's the only character that speaks in the game. And I wanted to establish a lot. So the cutscene is basically a creepy pasta reading, and I wanted it to be enticing on that level.

What if I told you that you are not too off about why she sinks so fast?

Are you talking about the slope area? You are not supposed to run down it, it's meant to teach you about using the long jump.

I'd like to hear more of what you have to say about this "slippery" issue. The "friction" in this game is set to where your speed 0's out after stopping running after 3 frames. Sorry it's just that neither me nor the beta tester viewed the controls to be problematic at all, so what you are experience as a possible base for platforming challenge is not intentional. I for one, would like to make this a more comfortable part of the game in the next version. Could it be that you mean to tell me that the issue is not the the controls are slippery but too tight? There is such a lack of friction in this game that you reach your top running speed near instantaneous. Should there be more of a build up?

Again I'm aware that I pulled an exposition dump, but there really is no other part of the game to explain things like the situation of the main character, or the motives of the villain, and the motives of the villan only make sense if you have some understanding of the world they live in.

I want to make the next version of the game have better controls, at least 4 more worlds, and improved animations. My list keeps growing, I guess.
spike1 commented May 02, 2014 at 5:58 PM
Yeah, I honestly couldn't enjoy this game. As stated by the previous reviewers the initial cut scene is pretty awesome, although the continuous camera clipping through objects kind of detracted from it. Other than that though I just found gameplay frustrating and confusing, details below.

Story of me playing it: (Show)

First the cutscene happened, was impressed. Initially I couldn't get out of the cavern I fell into, I could not for the life of me work out it was water apart from the jump sound, all the physics, footstep sounds etc seemed completely wrong. After thinking that maybe if I pressed enter it would help fix whatever bug I had thought I had encountered, i used up all my lives accidentally. I then had to rewatch the cutscene again.

Finally afterwards I continued trying to escape the cavern. After wondering why I couldn't continuously jump seeing as I was in water(And can in later parts), I managed to get up by clinging to the wall and jumping.

I then ran through a monotonous badly textured(The stretching was pretty annoying, and compared to the character really seemed out of place) cavern for about 6 minutes before I came to a X that rose once I stood on it. I then got sent back to the beginning of that 6 minute cavern. Resilient, and wanting to give this game a chance I continued forward, and jumped across the X which led me into this nice water area with some large slides. I slid off the first one into the water when I realized that the controls for this game were really annoying to use. Trying to get out of the water was a nightmare, taking about 20 tries as the character suck so quickly it was almost impossible. That combined with me slipping off most of the times I managed to get on made me rather frustrated.

Once again I continued forth and got onto a rising platform that linked me back to the first slide. Disoriented I accidentally went through the entrance portal, only to be taken back to the 6 min cavern again. At this point I stopped playing because it was just impossible to play.

Pros (Show)

-Great opening sequence, especially the beginning where Mayfly is taken from the happy first world, really shocked me for a sec :D.
-Nice texturing at some parts(Character, Big skeleton dude(Cant remember name sorry) and character design is cool.
-Interesting story
-ok animation...
-Nice sound design.
Cons (Show)

-Terrible controls. Maybe its because I used a keyboard but I just could not play. The water made me sink too fast, I slid off platforms too easy, jumping was too short, sliding glitched out and made me get stuck etc etc.
-Backtracking to the extreme. It wasn't even on-purpose from what I gathered but due to the monotony of the levels it was easy to get confused cause me to waste about 18 minuted on one boring sequence.
-Some bad texturing/modelling at parts(Basically all the levels. The textures stretched way too much, and the levels that I experienced were mostly just generic caverns.).
Sorry for such a terrible review, and based on the other ones and what I saw I can tell alot of work into this. I just can't seem to play it, and obviously without playing it I can't review it lol :D. Maybe If someone can post a letsplay of it for other people like me it would be easier to judge the content, but from what I played I couldn't have fun. Hopefully future updates help fix these problems, and its still pretty impressive for the competition :D.

Ratings from what I saw(Not much lol :D) (Show)

Gameplay - 2/10
Graphics - 5/10
Sound design - 6/10
Music - 8/10
Story - 7/10

Final rating - 6/10
Castypher commented May 02, 2014 at 6:05 PM
Running animation is weird? really? Are you talking about the bouncing wings?
It's actually the leg and foot movement. It looks fine from the side, alright from the front, but kind of jerky and skippy from behind, which is noticeable because that's the part of the character you'll usually see. If I had to specify, it's probably that the legs move inward when coming back, which is pretty abnormal for a running cycle.

What if I told you that you are not too off about why she sinks so fast?
Then I'd have to ask you why she can supposedly fly and do flips so easily.

Are you talking about the slope area? You are not supposed to run down it, it's meant to teach you about using the long jump.
Slope area? The only place I can see you using a long jump is in the mushroom climbing section that follows. The one I'm talking about is a really long and straightforward cave section that occurs just before (I think it's the section right after the cutscene).

There is such a lack of friction in this game that you reach your top running speed near instantaneous. Should there be more of a build up?
Definitely not. When you're jumping around on things, you really don't have a lot of room to move so it'd be painful to try and make precise jumps from small platforms. The "slipperiness" I mentioned is more due to trying to stop on a dime when you're jumping around on platforms, which usually results in falling off of things. It's an alright system and I'm not really saying you have to change it. It's just not good for precision jumping.

Again I'm aware that I pulled an exposition dump, but there really is no other part of the game to explain things like the situation of the main character, or the motives of the villain, and the motives of the villan only make sense if you have some understanding of the world they live in.
As a writer, I promise you there are plenty of ways to explain the story without directly telling the player what the story is. I think that the transition from your opening scene to that cutscene was a great example of this.
fromsoysauce commented May 02, 2014 at 6:08 PM
@ spike, Ok I'm really trying to wrap my head around this, so help me out on this one:

What is the problem with sinking fast in the water when you have unlimited jumps?
fromsoysauce commented May 02, 2014 at 6:28 PM
@ Kilin, ah, Ok I can fix the leg movement.

Tell me again when she flies? Or flips for that matter...

Right after the cutscene is a water area that teaches you how to ascend. After that is a narrow passage filled with mushrooms and blocks, the idea here is to teach the player about jumping and landing. After that is an area with a 1 big slope that teaches you that big slopes make you slide. After that is an long area filled with slope after slope that is meant to give the player a chance to realize that if they jump while slopping down things that they will long jump. after that is an area that tests how well they have figured out the long jump.

As far as your slipper controls, I'm still not quite understanding you because the game lets you start and stop on a dime, there is no lingering speed on either the ground or the air. Sorry it's just hard for me to find a solution when I can't seem to understand the problem.

Sure, but I didn't have enough time to focus on that. Rather than explain the story throughout the game, I wanted the player to have more of an experience of the game's narrative through the environments and the things that happen around Mayfly. But that alone doesn't really give much insight into Ferace's motives.

I was trying really hard to make sure that Ferace didn't come off as just some psycho or greedy selfish guy.
death commented May 03, 2014 at 12:55 AM
Well there's already so much that has been said here and most of it i agree too so i'll try to add just my own personal opinion on the game. At first impression, it looked and felt pretty great. Collisions and physics are pretty solid and impressive for the geometry of the areas. However the water control is incredibly annoying. If this is supposed to take after n64 games, like say Zelda or Conker's, having the player sink to the bottom at incredible speeds is not the best way to handle it. i gave up in the room with water and boxes, it would take me so many tries to get up onto those boxes. Now if the player could at least grab the edge, that would help but sinking so quickly, or not having a steady/smooth way of swimming is such a hassle.

Also i just wanna say that running animation could use some work. since it's the animation the player is going to be seeing the most, it could be better. looks choppy and kinda like the character is rolling on skates. One more thing, the music is awesome.

Overall, i didn't play much since the time i spent with it was kinda boring and bland, then frustrating. Maybe i'm just not in the mood to deal with a water room with finicky controls. I may give this another shot later after playing some other comp games. It was a long download so i might as well. i would like to get into the actual game play. That being said, i won't putting a rating in yet.
fromsoysauce commented May 03, 2014 at 2:04 AM
So, I get that you guys think that the water controls are weird, and I'd like to adjust them but I'm not yet clear on what the problem is and how that affects you.

1) How is the sink a problem when you have unlimited jumps? It's not like there is an endless pit under the water.

2) Are you just telling me that you want a slower paced underwater experience?

I'm not saying I'm in the right here, but let me just explain myself so that maybe you can understand why I'm having such a hard time figuring this out:

When I said that there was going to be water in the game, people were worried that it would mess up the pacing of the game because water in video games almost always makes it so that the characters slow down which interrupts the flow of the game play up to that point. Sooo I opted to make it so that there is only a 15% speed decrease in the character overall, so that it doesn't drag the player behind.

I'm not trying to come off as an ass artist all like "Well you just don't get my art" I understand that there is something that bothers you enough that it is a problem to you but I legitimately don't see how and would really like more insight on that.
death commented May 03, 2014 at 2:11 AM
it's true people tend to get a bit bothered with the slowness of water in games but... well gamers kind of expect it and it's there for good reasons. mainly jumping out of water is always easier in games if the character moves slower, gives them more time to react. I think the main problem is the sinking, it's only natural to float in water and have to swim downwards, not the other way around.

also i noticed spike said he had problems being able to tell he was even in water, so perhaps make the filter and sounds a bit thicker and i think slowing the player down more would help make that distinction more clear, and of course being floaty would be nice. i think the quickest solution is just to lower gravity when in water, it'll make vertical speed slower and allow us to jump higher.
fromsoysauce commented May 03, 2014 at 10:23 AM
Let it never be said that I don't listen to constructive criticism:

Now about that "slippery" thing that keeps coming up that I still don't understand.
spike1 commented May 03, 2014 at 10:30 AM
Cool, those changes look great :D. I'm looking forward to the next update, thanks for fixing this :D. Do you know when you'll be uploading the next update?
fromsoysauce commented May 03, 2014 at 4:24 PM
After the contest is over so that I don't get disqualified.Also I'd like to iron out other things that people found weird.

Probably like Making the cutscene shippable, informing the player that SHIFT is duck and walk and force slide.

Also some things nobody mentioned like sometimes falling trees will make you go through the ground.
Luskel commented May 04, 2014 at 2:29 AM
I played Glass Wing for about 40 minutes or so. Looking at the comments, it appears that the majority of what I was going to say is already said or addressed.

Glass Wing appears to be reminiscent of the late N64 early GameCube era. For the most part the game is fairly polished and will only become better with updates.

As stated previously, Glass Wing’s biggest flaw is its own polish. The detail that is placed into the creation of the character model and designing segments of the world really do show off the beauty of the game. Unfortunately there are segments that, when compared to such polished models and textures, look sub-par.

The controls were a little finicky but with practice and many retries, they were tolerable. The character animals were a little bit jerky and the water physics were just plain annoying. I also agree that the long hallway in the beginning was a bit unnecessary and really downplayed your attention to polish. To me the area with the inverted mushrooms seemed a little out of place. I understand you were leaving the demon realm but it kind of felt thrown in as an easy transition.

Glass Wing is definitely worth a play through, especially if you love the N64 era of games. With a little more polish and various fixes, the cons Glass Wing could become part of its charm. I look forward to the updated version and will play again.
Powerful Kyurem commented May 04, 2014 at 2:49 AM
I almost can't believe this was made with the same program I use. What model maker did you use?
Seleney commented May 04, 2014 at 3:50 AM
So I have nothing new to add, but I wanted to comment since I put a good amount of time into it.

1) cut scene good
2) atmosphere and models good (loved the tree stumps)
3) long tunnels without anything but running actually made me wonder if I was missing something
4) running animation definitely the feet she kind of almost looks like she is ice skating to me
5) swimming bad- the is you end up popping in and out of the water but if you don't pop out at just the right moment you miss whatever platform you are aiming for and end up beneath it. At one point I almost gave up it was so hard to get up. I understand if you want to make it an important mechanic later, but as is swimming is barely doable for me.
6) perhaps consider not having the weapons despawn? I found at least on point in time (switching from the ax to the sword) where I would have had to kill myself if I lost the ax at the wrong point.
7) perhaps I just wasn't paying attention, but was there a way to pause the game? when I wanted the just switch to another program a sec the game would close itself and I had to restart

Fell free to ignore anything you have already addressed. I just mention it to show I agree. I hope you keep at this. This game has alot of potential.
Charlie Carlo commented May 04, 2014 at 3:57 AM
Alright I'm going to be as bluntly honest as I can about this since nobody else seems to be doing that. This game is an average game maker game with unorthodox graphical style.

Starting with the intro, I really liked how the menu was designed, it was neat and seamless how you integrated the gameplay into it. The opening cinematic thing was obnoxious; the demon walked around in circles with loud stomping noises and spouted exposition at you like the ending of the Silent Hill movie, without subtlety or any story-telling ability. The captions having horrendously misspelled words and grammatical errors depreciated the quality as well. The whole beginning just left a bitter taste in my mouth before the game even started.

However, I was ready to forgive that abomination due to the praise and hype this game seemed to have accrued. Onto the first level. You spend the first five minutes of gameplay running straight through a needlessly long hallway. I ended up spending an additional five minutes doing the same thing, because I stupidly wanted to see where the elevator (that looked like a crossroad for some reason) at the end went. It goes back to the beginning of that hallway.

The next room involves going down some slopes and jumping at a very specific time to get off the slope. However, you can't even see when you're supposed to jump due to a cloud of particle effects clouding your camera. By the time you realize you have to mess with your camera angle while sliding, you're already in the water, which is is a terrible fate. Getting out of that water was the hardest part of the entire game. The character absolutely refused to jump on the boxes.

The platform mechanics are so wonky it makes the game significantly harder than it should be. There was one room that was basically a bunch of random models stacked haphazardly in the air for no reason, an obvious sign of the entire game world being designed in a day. In this room, I had to restart the jumping part two or three times because, when faced with the railing of a bridge model, the character went into perpetual falling mode while not moving, and when I tried to rectify the error somehow, I fell to the beginning.

There were three rooms like this as far as I saw, and they are really strange; they are like a surrealist tribute to all the potential content this game could have had, thrown together in a heap to be jumped on.

The "puzzle" mechanics are just as ill-thought-out. Equippable items are introduced to be used once and then discarded for the next thing. The puzzles aren't really puzzles beyond figuring out what the use is for the specific tool you're holding. The first item is introduced in the same room as the first enemies, which would normally make you think that you were supposed to fight them with the item, but no, no fighting.

All in all, this game COULD be pretty decent, but right now it's really rushed and needs a lot of polish, and a completely redesigned world. 4/10 as it stands now.
frankie commented May 04, 2014 at 4:36 AM
I am quite enjoying this game. However, I got my first weapon and left the area where I found it. Then I went into the next area but I can't open the door. So, I have no idea what I am supposed to do next.
fromsoysauce commented May 04, 2014 at 5:48 AM
@ Powerful Kyurem, Anim8or.

@ Seleney, there is a sign at the start of the game that tells you that it is P or Q to pause.

@ Charlie, two of your problems are directly related: the "5 minute room" is actually a 1 minute room, it's just that you are not supposed to run down it, you are supposed to slide and long jump across it. The idea I had was that it should give the player enough oppurtunities to learn how to use the long jump, that way when they get to the next room, the long jump challenge, they will be able to get the timing right. Evidently nobody actually messed around with the long jump in the long jump lesson room, and instead just walked around, making it so that they are ill prepared for the long jump challenge. Got any suggestions on a better means for teaching the player how to use the long jump?

Those floating areas, I called "The Twilight Trials" and are meant to have a similar role to a "boss battle" except they are platforming challenges because this game discourages combat. It's unclear to me weather or not you are saying you like them or not.

The ""puzzle" mechanics" actually take after doujin horror games like Ib or The Witch's House. Do you want enemies to show up sooner? The idea I was trying to get across was that it gives the player a chance to see just how bad of an idea it is to try and fight the monsters. How would you get this message across?

@ Frankie, its a scythe, it cuts grass.

@ Repeated suggestions. I guarantee you that all the things mentioned have been rectified in the update I'm working on.
Charlie Carlo commented May 04, 2014 at 6:00 AM
Got any suggestions on a better means for teaching the player how to use the long jump?
A tool tip or a sign or something would be nice.
I managed to do the long jump by accident while trying to do the spin jump in the beginning of the "TWILIGHT TRIAL" after you obtain the spin ability, but I had no idea how I managed to do it I thought it was a scripted version of the spin jump for that specific jump.

I'm not saying I like or dislike them I was trying to make the point that they contain models and interesting features that could otherwise be components of a coherent, logical rooms, but those rooms don't exist. It'd be less bizarre if there were more platforming rooms between those rooms containing those elements at least a few times in some combination.

The whole game seems like you thought of all of these dozens and dozens of elements to put in your game and then rushed all the implementation of those elements in a way that makes them all confusing, transient, and basically meaningless. I'm sure that's probably what actually happened, which is why I said that rating is "for now" as I'm sure you'll make more thought-out levels without the stress of a deadline in a day or two.
Shade commented May 04, 2014 at 9:15 PM
I agree with most of the previously stated comments, but before I go further let me say people let's be real here, look at the amount of content created to the amount of time he had to build all this stuff. As a 3D modeler, animator, and music Producer, I completely understand why the game is the way it is. You go into it asking yourself, what parts of the game do I spend more time on? Since you will see the player character the most, he chose to put more detail into her (makes sense right). Also, those of you complaining about the textures, what would you have done? Spent an extra week or two creating high definition textures? That is a week or two less you have to spend time actually making a full level, or a song, or making an enemy, or animations. Speaking of which yes, the animations might be a bit off, but let's look at some other 1 month 3D project animations, comparability it's pretty decent stuff. Also, let's look at the amount of them. Glass Wing has a player character, some enemies, and a boss character. That might not be much for a game, but let's assume this guy has a normal job and goes to school, probably took him 3 or 4 days to make each of those models. 1 or two to rig and texture, and another 3 animating each of them. I say he chose to spend time in the right areas of the game. Better this than 2 very well done rooms and a 20 minute game in my opinion. Sorry for the rant, despite the fact the game had lots of flaws, I was a bit surprised that no one in the comments acknowledged how well what was in the game was compared to the time he had. At the end of it, he probably only had maybe a day or two left to test it and thus you have the things like bad explanations, awkward water controls. Now onto my critique:

Water is a slippery slope and can definitely be improved. The beginning seen makes a lot of sense if you know that it is intended to practice long jumping. Of course, as a new person going into the game it is hard to know that. I would say if there are things in the game that are done in a specific way, you should somehow explain it more clearly instead of hoping that the player experiments around and figures it out on their own.

I understand where you are coming from. This game is based on 64 Zelda and Mario. Back then, players like you and I would start the game and immediately mess around with the controls to get a feel for what the character does with what buttons. Also, we did not mind spending hours or days being lost in the water temple, or finding out how to open Dodongo's cavern. But As you can see from the comments alone, if it doesn't come naturally to people within the first 20 minutes then it is "poorly explained" in the game. People are impatient now adays, you can't really expect people to "Figure" things out. And you need to give much less subtle hints as to what to do.

I don't remember where in the comments, but someone said the puzzles weren't puzzles. My response to that would be that while they might look easy to you, I could easily see something more complex and less explained being more frustrating for many players due to people's unwillingness to spend more time to figure things out. I feel like fromsoysauce kept that in mind and stuck with the more straight forward puzzles to keep from blatantly getting players lost. So good call on that.

You should really explain what holding shift is for. Or that it helps precision platforming. When people see that a button makes you crouch their first instinct is not (I can use this to walk slowly and precisely).

The puzzles were very simple. In the final version I would like to see more intricate puzzles. But i am sure you barely had enough time to design the few levels you did, and they would have been more flushed it with more thought out puzzles if you had more time.

As average as the gameplay was, I very enjoyed the boss battle. I can see you spent a lot of your time doing the boss battle, and it really shows. If the whole game was average. The final boss battle was pretty fun in my opinion. Overall I'd give 7.3/10. In your category though, I don't see anyone that has a better looking game than yours. Fix the glitches, be more explicit, and work on the puzzles, and I'll look forward to the final patch.

Good job-
Yaru commented May 05, 2014 at 8:39 PM

Got any suggestions on a better means for teaching the player how to use the long jump?
Rule number one to teach without tutorials is: learn by FORCE. If the player is not required to do the long jump to clear the corridor, then inevitably, they WON'T. Humans are lazy, they only do things if they are forced to. To force the player to long jump, put a bunch of pits (longer and longer, so that you're forced to practice the timing) in the floor (not bottomless ones, mind you!) and maybe put some signs telling you how to do the long jump.

Good examples on how this is used are the pipes in World 1-1 in SMB1 that force you to make higher and higher jumps in order to pass them, and the two chasms by the start point of Tall Tall Mountain in SM64 where you need to do successively longer long jumps.

The idea I was trying to get across was that it gives the player a chance to see just how bad of an idea it is to try and fight the monsters. How would you get this message across?
I'd say FIRST teach the player to do the puzzle (so they know the item is used to solve this puzzle) and THEN give them a chance to fight the enemies and fail miserably (so they know the item is NOT used to fight). A good way to discourage fighting is to make the first enemy you encounter immune to damage from whatever you're supposed to carry when you first run into them (e.g. a torch on will-o-wisps is a very obvious example).
Yaru commented May 05, 2014 at 9:16 PM
I think I've found a bug. If you INSTANTLY (the game drops down to 10 frames sometimes on my computer, especially in the menu room) go to the "new game" area, there's an invisible wall there. My guess is that some control object gets deactivated, and then not activated again when it should be. In any case, this delayed my speedrun =P

With that said, this is a game with a fantastic athmosphere, the best GM graphics around (rivals even Source games), very precise controls [that take a while getting used to] and a veeeeeery long intro cutscene, especially since the poly count makes it lag on my computer, extending it to 3-4 times the intended duration. I'd give it a 9/10 for the slow start; it outshines everything else in the competition.
fromsoysauce commented May 05, 2014 at 11:04 PM
Here is another update video, showing some changes I've made based on all of your help.
I'm not so sure about that slow down thing at the start, Yal. I'll have to look into it...

@ Yal and Charlie, I mixed your suggestions together for the long jump room.
Scarysheetghost commented May 05, 2014 at 11:06 PM
Played this game all in one sitting and it was amazing. Although I kept on slipping on the cogs in the metal area in the sky, other than that great job.
fromsoysauce commented May 05, 2014 at 11:27 PM
Oh yea, also I fixed a lot of the spelling errors in the cinema.
StevenOBrien commented May 06, 2014 at 6:24 AM
fromsoysauce, please explain why you share an IP address with the the previous commenter (Scarysheetghost, an account created today which just rated the game 10/10).
Aistarin commented May 06, 2014 at 7:15 AM
oh my god are you kidding me haha
fromsoysauce commented May 06, 2014 at 12:57 PM
Explaining that is easy. ScarySheetGhost is my brother. since I was using him as a control, the game was more or less catered to him, so it's really no wonder why he rated it a 10.

We live under the same roof, that's all.

And no, he didn't make any contributions to the game any more than any of you did.

Am I going to have to prove this? Because I can, I can make a youtube video about to show all of you if that's necessary.
Supercannon commented May 07, 2014 at 10:46 PM
Most everything I have to say has already been said, but I will go ahead anyway.
The platforming was pretty solid most of the the time, however sometimes when you land near an edge you would get stuck falling, an couldn't jump again until you wiggled around, which messed me up a few times.
The puzzles were nice, but they lacked depth, most weren't much more complicated than just hitting things, although the progression through unlocking more abilities and health as the game progressed felt pretty nice.
The abilities, however, needed to be explained to the player better, some segments were pretty confusing.
The graphics were very good for GM, and the sound design was pleasant.
Overall, I'll give this game a 7/10.
Castypher commented May 07, 2014 at 11:38 PM
Explaining that is easy. ScarySheetGhost is my brother. since I was using him as a control, the game was more or less catered to him, so it's really no wonder why he rated it a 10.
We've had this issue across several games now, and since it's obviously going to be a problem, I want to make something very clear.

Using friends or family members to boost your rating by giving automatic 10s is unfair to the other members of the competition. Once we start the voting phase, this will be absolutely prohibited, and if you're caught doing this, you will face repercussions and possible disqualification. Manipulating the vote is considered cheating, and because of this, voting will be limited only to users who signed up before the competition closed.

If you have a friend or family member who wants to give an unbiased, full review, then they are more than welcome to. But to have them boost your score without reason is cheating the system. And, during the competition period, this is especially important, which is why we're going to begin taking action.

This is a friendly competition with moderate stakes. Show some integrity and professionalism.
fromsoysauce commented May 07, 2014 at 11:43 PM
Look, Sheetghost knew that this was a 64 digits contest thing, I'd been telling him the whole month. When he asked why I was making so many changes to the game (because he could see me doing it) even after the contest submission was done, I told him that it was because people are giving me some good advise on how to make the game better. Then he did what he wanted to on his own. At no point did I ask or tell him to give me a 10, it's just something he did on his own.

Edit-- Hey where did Steven's "I see" comment go?

I've been here the whole time, I know what you mods are doing.
Castypher commented May 08, 2014 at 12:12 AM
Also, I've been meaning to give you an actual rating. And, since you rated based on your personal experience, I'll do you the same favor. Brace yourself for a full and lengthy review.

I think you had a lot of hype about your game, and with a lot of hype comes disappointment if expectations aren't met. The character model is great. The animations are (mostly) pretty good. The sounds and atmosphere are great, and the game plays like an N64 game. For the sheer amount of work you've done within the month, I initially wanted to give you a high rating without question.

However, the game suffers from inconsistency and overall poor design. You continue to defend yourself on these design choices but it's obvious that the players don't like any of them. First off is your exposition dump, which is a very bad thing to do, and you admit this and still defend it. There are other ways to tell stories in smaller, more digestible ways, including other characters, the cliche notebook concept, or even scenery. Second is that long tutorial hall of yours, which took five minutes, then upon doing something totally harmless, players are forced to do it again. You say this is the opportunity to mess with controls, but everyone here has made it clear that they didn't know about this. You never introduced this idea. You just dropped players into a long, straight, poorly modeled room and expected them to start experimenting with controls on a keyboard, not a console controller which has far fewer combinations, rather than getting out of the cave of boredom.

Upon reaching the next room, you get to enjoy the platforming aspect, which feels slippery and slightly buggy as you get stuck on ledges and sliding against mushrooms (true to the N64 physics bugs). You may note that while most platformers have a little friction involved, they don't often require players to make the jumps that you do within the first few minutes of the game. You defend this as well, despite the common view that the controls were difficult to work with.

The final thing I wanted to comment on was the inconsistency. It looks like you spent a while on the character model, then just threw everything else in with polygonal caverns and horribly stretched textures. Overall, the puzzles are overly simple and the game just isn't fun. Rather than spending time getting everything on the same level, some things are so good that they make the bad stand out even more, and it would've been better for you to leave off with a shorter game that had a more well-rounded polish.

That's about all I have to say on this. For the rest, please reference my above comments.

I'll be honest. I had high expectations and they weren't met. I didn't enjoy this game because at its core, it felt like just another platformer with poorly designed levels, unattractive environments, and the assumption that the player would be able to read your mind.

However, I do recognize that this game was made in a month, and it is an impressive effort for one person. For that I'll give a few extra points.


Now, I'm aware you'll be revisiting this in the future, and because of that, I've only rated based on what you have now. Hopefully without a deadline looming over your head, you'll be able to bring things together more easily.

I'm glad you seem to be taking advice pretty well, because in the end, it's about the player's experience, isn't it? Developers make the worst judges of their own products because they know the ins and outs of their own game. As someone who enjoys developing difficult games, I fight with this a lot myself.
fromsoysauce commented May 08, 2014 at 12:25 AM
For the record, as I said on post 9 of page 1, "Let it be known that I'm not trying to defend the game as it stands right now in these comments".

And it's true, I have not been defending anything, in fact I have been giving into ALL of the comments, you can see this from the youtube videos I link in the comments.

The only thing I defend is the concept that the character should be bad at combat.
Castypher commented May 08, 2014 at 12:32 AM
Well, I was mostly referring to your previous comments where you explained why you made the cutscene so long, or why players shouldn't have spent five minutes in that hall. I noticed you went back on that and asked for advice later, so forgive me for that wording.

But still, that hall was probably the thing that stuck with me the most. If you want to encourage players to learn your controls, don't give them a choice, just force them to do it (and maybe explain how somewhere, like you did with pausing). You did that in the room right after but not when you intended to, so it took me too long to figure out the long jump. The problem with assuming people will experiment is that you end up with confused players, as you may have already seen.

Perhaps, in your revised version, you'll change up that hall to introduce, or at least explain, these concepts a bit. And maybe to not punish the player for being curious (I still have no idea what the purpose of that thing was), because that discourages exploration and experimentation.

I hope that my review doesn't discourage you, though. I'm eager to see what you do with it afterward, and I think you should keep posting here where you've already built up a bit of hype.
StevenOBrien commented May 08, 2014 at 12:35 AM
Edit-- Hey where did Steven's "I see" comment go?
I quickly posted it because you had PMed me asking to clarify that I had read your explanation. Kilin then posted a more comprehensive comment shortly afterwards, so I deleted my own.

Look, Sheetghost knew that this was a 64 digits contest thing, I'd been telling him the whole month. When he asked why I was making so many changes to the game (because he could see me doing it) even after the contest submission was done, I told him that it was because people are giving me some good advise on how to make the game better. Then he did what he wanted to on his own. At no point did I ask or tell him to give me a 10, it's just something he did on his own.
For the past few days, we have been dealing with an influx of users cheating the system by making (very obvious) duplicate accounts, so we've been scouring the ratings of 64DSC in an attempt to catch more of these and let them know that what they're doing is unacceptable, and will not be tolerated. The ones we could prove, we've dealt with appropriately.

While I don't doubt that your explanation about your brother making an account to give your game a rating is true, it's still a very dubious situation when someone makes an account purely to give a game a 10/10 rating and is never seen thereafter. This is why we're investigating all remotely suspicious ratings on games which have ties to the creator.

We're a small, relatively closed community, which means a single rating on a game can be more significant in the larger scheme of things than on other communities. I hope you understand our concern about these incidents, and why we want to minimize them as much as possible, especially in the run up to voting period of the competition where the stakes are much higher. We want to avoid 64digits turning into a popularity contest.

And just to clarify, there are no explicit rules against two accounts sharing an IP. You are not facing any sort of punishment. We are merely expressing dubiosity about the situation.
fromsoysauce commented May 08, 2014 at 12:50 AM
About that long hall, this video shows what became of it based on the demand in the comments:
I was not defending it, I just needed to explain what it was for so that you guys could tell me ways I could do that more effectively.

Your review did not discourage me, but what did discourage me was that after Steven left a comment that made it look like I was doing something unfair nobody left a comment for an entire day, leaving me unable to fix up the game for any other possible things that people are having trouble understanding or overcoming.

At this point, I don't really care if I win the contest or not, to me, the real prize is in these very comment boxes.

Learning how to take criticism, learning more about what to expect from average players, learning more about proper level design, all the kinds of things you mentioned in your review too.

That's what matters to me, because if I didn't make those mistakes for this game, I would have been bound to make them later for a project that spanned a lot more than just 30 days of development, and I'm happy to have had discovered them here and now instead.

Because at the end of the day, a game is only as good as it can make the players feel.

@ Steven, let me propose a way that I can redeem myself, like I said, I can't control the sheet ghost, but since he is sitting like 1 meter away from me, how about I ask him to try out other games in the contest, and leave short reviews and ratings on their respective pages? I mean he doesn't look particularly busy right now, (watching "top 10 worst zombie movies" youtube video if you must know)
StevenOBrien commented May 08, 2014 at 12:51 AM
@ Steven, let me propose a way that I can redeem myself, like I said, I can't control the sheet ghost, but since he is sitting like 1 meter away from me, how about I ask him to try out other games in the contest, and leave short reviews and ratings on their respective pages? I mean he doesn't look particularly busy right now, (watching "top 10 worst zombie movies" youtube video if you must know)
It's not necessary at all, but it would certainly help to keep things balanced if he did. Thanks for offering, at any rate. :)
Alert Games commented May 08, 2014 at 2:38 AM
So far I got to the first "boss" battle where you get the sword. Though, I'm not sure what to do with it :( I will have to get back to it when I figure it out.

I think some people didn't give this game more than one chance. Though I will say that I am a fan of the keyboard controls over the controller. (Also, mine was mapped to the start key as well for duck and spin attack thing).

Yes there are some inconsistencies and whatnot, but I found it pretty enjoyable. The intro could have been a little better but I got through it just fine. Though I will say that at the last part of the long tunnel, the X platform that brings you to the beginning was a little annoying and I got lost :(

I want to complete the game, but im pretty stuck on that part. Its fun though, and I've spent the most time playing this game than any other entry, and I want to play more to find out what happens and get new abilities. Though the concept is pretty straightforward, but there is more story than most of the entrants for the month challenge.

So, as of now, I'll give the game a 9/10, but because of the limited color scheme theme, it didnt really have any revelance that I could tell, which will bring it down to an 8.
obelisk55 commented May 08, 2014 at 4:09 AM
I really like the style of Glass Wing. The character animation was nice and smooth except when I would Slide between different face creases. I liked the cut scenes. One thing I would like to see would be, moving the player without having to look with the mouse. If that was available I didnt find it. I could type more but my online time is limited atm.
fromsoysauce commented May 08, 2014 at 4:25 AM
I didn't state it in the game because I didn't want to confuse the player with too many options, but there is a keyboard only control scheme that is always in effect:

H= item
J= put item down
K= spin
L= make camera turn to your back
fromsoysauce commented May 08, 2014 at 4:28 AM
@ Alert Games, It's more of a stealth challenge than a boss "battle", I modeled it after Metroid Fusion S-AX encounters.

The sword is used to cut down the obstructing thorns.
Cosine commented May 08, 2014 at 7:58 PM
Well, after a couple attempts, I've concluded that this game is simply too good for my graphics card. If I had to guess, it's probably GM's fault, since I have no issue running recent games (Dishonored, Mass Effect 3) on decent settings. I managed to end up here after a couple of restarts:
Needless to say, I can't review this game. I'm pretty impressed from the screenshots for this being GM, though!
Alert Games commented May 10, 2014 at 2:51 AM
@ Alert Games, It's more of a stealth challenge than a boss "battle", I modeled it after Metroid Fusion S-AX encounters.

The sword is used to cut down the obstructing thorns.
Ah. I may be biased from other games and didn't think thew sword would be used for cutting thorns instead of a sythe. Ah well maybe I'm the only one haha
Yaru commented May 10, 2014 at 3:20 PM
I'm pretty sure the Zelda games (and our 1000 year tradition of glorifying swords) have pretty much cemented the sword as a versatile offensive weapon over a puzzle tool, though.
oliveman40 commented May 10, 2014 at 11:44 PM
Hi - I'm running windows vista 64 bit on a 1280 * 800 screen , and I have been getting a repeated error, which I was able to bypass to play the game once, but since then have been unable to repeat the non-error case. Here's what happens:

When I load up the game, the loading screen starts up fine, but when I hit "start", then during the transition to the next screen, something weird happens. First, all I see is the well from the first area (where you can load the game by jumping into it I think) hanging in the middle of blue sky, no sound yet, the screen flickering, then it goes black and I get the following error message:

"Crucial error

Failed to present the scene to the screen. Most likely this is because the window has become invalid.
Note that switching from fullscreen mode to windowed mode or vice versa is not possible. Neither you can change the size of the Game Maker window after the initialization of Ultimate 3D. Ultimate 3D will be unable to output anything to the screen until it has been reinitialized."

I looked for a solution online but it seems like this can only be solved on the coding end - or at least, those are the only solutions I've found - see the following links:
Hopefully this can help you to correct this issue for me in the next version - I really would like to play this game. And like I said I WAS able to bypass the error one time and that's how I know what the first area looks like, but.... every time after that I was unable to reproduce the same effect. Thanks for your work on this game, and good luck with the error, hopefully it isn't too difficult to fix.
Charlie Carlo commented May 11, 2014 at 12:36 AM
I'm pretty sure the Zelda games (and our 1000 year tradition of glorifying swords) have pretty much cemented the sword as a versatile offensive weapon over a puzzle tool, though.
I'm pretty sure the fact that swords are weapons and not tools has done that.
Unless you consider a machete a sword.
Cosine commented May 11, 2014 at 1:51 AM
When I load up the game, the loading screen starts up fine, but when I hit "start", then during the transition to the next screen, something weird happens. First, all I see is the well from the first area (where you can load the game by jumping into it I think) hanging in the middle of blue sky, no sound yet, the screen flickering, then it goes black and I get the following error message:
This is what was happening to me, except I never got an error message, and sometimes the screen would start flaking out (random color artifacts on the screen) instead of going black. I've had the issue before and it was because my GFX card gave up, so I don't know if the issue is the same.
fromsoysauce commented May 11, 2014 at 6:06 AM
So I finished all my finals and now have all the free time in the world to do what I can to solve these and a ton of other glitches/ frustrating-parts/ confusing-segs.

I'll see what I can do about that "crucial error." It does seem really problematic.

About the sword. I was actually trying to go somewhere with that sequence:

The image of the sword is powerful and meaningful. So my idea was that by juxtaposing it with a big scary monster that says he's looking for you, it's supposed to put into perspective just how weak and powerless Glass Wing is (even when she is armed with a staple of courage and power, there is nothing that she can do in combat).

You'll be happy to know that even though you do not have access to the updated version yet, one of my youtube subscribers volunteered to beta-test that version to further glitch-hunt things that I cannot see.

That said, I've got my work-load cut out for me this week. After this contest, this game will come back better than ever.
fromsoysauce commented May 15, 2014 at 8:49 PM
hel commented May 19, 2014 at 2:47 AM
i should at least document my experience. it was cut rather short, so i won't rate.

i started up and wandered in every corner of the area it seemed, and nothing happened. the engine itself is solid. i liked how you could pick up pots, it was very Zelda-esque. i liked the atmosphere.

then i wandered out away from the house again, and must have had the volume too high, because there was a huge crashing sound and then the cutscene froze. the suddenness and complete lack of warning of this gave me a bad panic attack, and i've felt extremely averse to opening the game since then. nevermind the fact it could just freeze up again.

so.. cool game, except that last part.
fromsoysauce commented May 19, 2014 at 3:53 AM
Care to elaborate on the "just crashed" part? That's hardly enough context for me to go and look for a solution.
hel commented May 19, 2014 at 3:55 AM
after the noise, the camera was stuck above the character and it looked like some other model was about to enter the screen. nothing preceded the noise, the cutscene started up after or during.
frankie commented May 21, 2014 at 4:31 AM
I think I got nearly to the end. I got all of the hearts and can drop bombs in ball mode. I got to the point where you do the platform gauntlets in reverse. I am in the open space one where there are these spinning circles and the normal start point is VERY high up. So my question is, how I am supposed to get up there!? I can now fly, but only for short while. What should I do? By the way, I really do like this game. It is quite a great game! Thanks.
fromsoysauce commented May 22, 2014 at 12:50 AM
You need to use a high jump into a spin glide into a fly, and it needs to be a jump from a spot that is high enough that you would be able to gain enough altitude to get up there.
frankie commented May 22, 2014 at 1:47 AM
Thanks, I will try this.
fromsoysauce commented May 23, 2014 at 6:00 PM
Guys, I can't tell but I think I fixed the spazzy hexigon glitch.
frankie commented May 25, 2014 at 12:07 AM

O.K. I really need some help here. This is where I am at. At this twilight trail, I got to the point where you need to do the trails in reverse. Right here is where I am stuck at. I assume that I am suppose to get to the top of the structure that is right ahead then jump to the higher one nearby and lastly to the exit. I tried doing a high jump with a spin, then fly. But, I can not get high enough. I wonder what I should be doing? What I am missing? Thanks.
fromsoysauce commented May 27, 2014 at 2:06 AM
You are mistaken, you have to get to the structure that is too your right. And the best way to do that is to step back to the platform behind you where you can maximize your altitude after jumping and flying.
frankie commented May 27, 2014 at 2:25 AM
Thank you! This really helps a lot. I really want to finish your game. Again, you really did a great job making it!
fromsoysauce commented May 27, 2014 at 7:13 AM
No problem. ALSO TRY OUT VERSION 2.6. I fixed some glitches. I hope I changed some things that fixed the problems that I have been getting a lot of reports on by some people that I cannot recreate on my computer, such as:

1) Slow down in ball form.
2) Spazzy hexigon platforms.
frankie commented May 27, 2014 at 6:02 PM
Thanks! I think that I will.
frankie commented May 28, 2014 at 3:40 AM
O.K. I get past all of the twilight trails and get chased down two passageways. I get to the high ceiling room but I find no exit. How can I proceed? Thanks, again. I download version 2.6, by the way.
fromsoysauce commented May 28, 2014 at 5:35 AM
If there is no exit, you must make one. Also... I fixed a few more things with 2.61
frankie commented May 28, 2014 at 6:10 PM
Thanks. I think I might know what to do. I will be downloading 2.61.
frankie commented May 30, 2014 at 2:56 AM
HA! I beat it at last! To MAKE an exit, I had to stay down and NOT go up in the high ceiling room. This was not what I thought. Now THAT was very clever! This has got to be one of the best games a played that has been made by one person. By the way, when I got back to the house and went inside, the screen went black. Was this supposed to happen? Anyways, great adventure!
fromsoysauce commented May 30, 2014 at 6:28 AM
Thank you! You'll be happy to know that, since a number of people have been contacting me about it, I'm making preparations for this game to get expanded by the power of Kickstarter so that it can something good enough to go on Steam.

I don't think I can take all the credit for making the game though, the levels were designed around the awesome music of Myuuji, and I don't think the game would have been nearly as good if it were not for Dr. Wolf's epic voiceover.

Also D: NO THAT WAS NOT SUPPOSED TO HAPPEN. I know what happened though. Someone told me that he could not record the game on fraps and then gave me a code that would let him do that, I think that what the code does is actually make the Game Maker Render stop.... Meaning that the part of the game rendered by game maker (the options menu and the credits) stop working once you start the game... Let me just fix that up real quick!

Thanks for notifying me!