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Create free accounthey everybody and welcome to the first episode of Jonas place your games and super excited for the first game because it looks really cool and by the way if you want to send me your game this is exactly how the email should look look at this it's beautiful this is a game by Plan B we'll link his Twitter account below if you want to follow him you can see here this email contains all the important information what this game is about where to download it the download link is a little further up but I don't know if I can show that then here the questions what aspects of the game should be improved ASAP to create a fun playing experience and yeah also that he wants to compete with this game so he wants to take part in competitions guess that's what that means so we'll keep that in mind what was the most irritating problems you encouraged little infants the most irritating problems you counted during playing do you think the enemies in the game are fun and challenging to play against and
do you think the different characters and upgrades provide enough variety for a gameplay so we'll have a look at that right now so here we are in the game plan B I have to tell you two things right away firstly fraps tells me that your game is running at 30 frames per second I don't know if that's true but it certainly looks like it when I move the mouse doesn't look all that smooth 30 frames per second is not enough for an action game so to your question what should you change ASAP is please change the frame rate to 60 frames per second you can do that in game maker in the settings and then of course that means that you have to cut all speed variables that you have in the game in half that will take a bit of work and all but I think it's worth it for an action game to run it with 60 frames per second instead of 30 I really don't understand why game maker has 30 as default when will they finally put
60s default then the second thing is if you want to compete with this game I think the main menu is a bit too boring I mean it's totally fine it does a job but you really want to make a good first impression and not only a good first impression but a memorable first impression I think your main menu looks good I think it looks nice it fulfills its purpose but I don't think it's memorable at all it just looked super duper standard so maybe put something interesting on there that makes people wonder who wonder what this game is about this looks interesting a menu like this is really not that memorable but I like the style with the lines so let's get started nope sorry I wanted to play the tutorial and it's pretty cool you show how to
move down here left mouse button to shoot are to reload all right the sauce the other mouse button - - I would definitely change the sound of the - because honestly it sounds like I'm taking damage every time I use the - I'm wondering what hit me I can I have a missile launcher that's cool why am I collec collecting these white dots I don't understand what the purpose of these white dots us I mean it's fun to collect them but I don't understand what I need to collect them oh come on I actually don't like the sound of the -
he is so much like taking damage gameplay school oh definitely not that easy and this is just the tutorial oh the enemies are so fast okay I need to press Q to quit the tutorial I think this keeps going for a while so here we can apparently choose our ship this the one we played with right in the tutorial I think because it has the - okay this has an auto repair and ability fortress press right mouse
button again to exit fortress mode increased firing speed and reload speed decreased movement speed oh that sounds interesting that sounds cool so let's go with this one okay I like that there are instantly new enemy types already has really nice color screen shake and stuff like that pretty cool makes this feel quite good all out cleansing wise I don't really
know when it pays off to go into fortress mode oops oops oops [Music] yeah maybe I'm using it wrong it's a bit weird that the space you can move in as limited so when I go too far to the edges I can't continue going in that direction is that right let me try that again yeah so I can't keep going in this
direction which is fine but if you want to limit space then maybe visualize this in some shape or form because if it's just like this I'm wondering why can I not keep going in this direction also I think I missed what this bar in the middle here does it's just some kind of leveling bar that way I'm collecting these white dots Oh blaster time that's a cool weapon whoo weapon oh oh I actually have to collect
these stuff Q to go to the next level ah cool definitely need a bit better feedback when this bar at the top here filled up needs to feel rewarding it shouldn't be like oh the bar is already full that's cool so whenever the bar fills up completely it's cool that you can continue playing but there should also be a cool feedback that BAM you did it the bar is full you can go to the next level oops looks like I cannot go to the next level yet let's try the next base ship wait wait wait wait we tried those two longer invulnerability time after taking damage I was at rifice to HP to summon an OP that increases damage max three orbs
when you have three orbs you put drag child slow enemies summoning an orb replenishes the duration of the other orbs uh-huh that's a bit more complicated I like it okay let's salmon on or how do I see if ah okay I see the warp start to flicker when they run out of time that's good can I kill myself no okay
so this one definitely has the most interesting ability so far - relatively boring this is more interesting but I'm not sure about the balancing of this because either the normal mode is better or fortress mode is better I don't really see why I should switch between between the two services looks like something that is really hard to balance and this is also probably quite hard to balance but at least it's a lot more interesting I really like this so what do we have here the closure you are
invisible for two seconds enemy are attracted to our decoy Oh firing your weapon and your invisibility permanently okay the decoy explodes on your invisibility ends let's try that okay okay that's super overpowered that looks to Hooper over power I don't even have to do anything I just explode
q to go to the next level can I go to AH oh you can go to the next level so I think the problem before was that I already lost so I couldn't go to the next level so that's something you need to fix you shouldn't be able to lose when the bar is already full at the top here or at least you should still be able to go to the next level okay okay that's interesting that's cool I like it additional firing speed and reload speed for each enemy code resets when player takes damage damage taking as HP decreases I don't know what this means - damage taking s HP decreases so we take
less damage when we have less HP but I don't have an HP bar I have a certain amount of life so do I lose half lives then or how does this work I don't understand additional drop at wrecked range okay though the little white dots that I apparently need to fill up this white bar to go to the next level so I think I'm gonna go with the first one because I like more firing speed reload speed for each enemy killed that sounds good let's go with that Q to confirm oh my gosh just look how good this
ability is oh I can go to the next level Oh whoo that was close so I totally missed that you really really need better feedback for that weapon accuracy more HP more HP
definitely Oh No what is this and why do I have only three lives or a boss fight in level three okay let's see what this is okay don't I think my ability doesn't help me this much here this is hard names I like it this is I think this is
kind of addicting what other ships are there there are more how many are there okay quite a bit more so we I think we need to try all of them create a vortex projectile that sucks and enemies and drops drops I can see the vortex collapses after six seconds damaging enemies inside okay let's sound similar to the previous one bit similar but we'll see how it plays I would like
to have a small indicator somewhere if my ability is ready for usage again but obviously I don't mean anything that clutters the interface even more no maybe just something little size of player explosions which explosions when I use Rockets or something like that probably chance of restoring HP when killing enemies would be cool if you could write a certain percentage here or something like that so I can estimate how good this is
but okay here are no numbers as well hmm I personally like when there are numbers so I can try to do the math and figure out what's the best upgrade but I can see that you probably try to keep it simple here this is more or less just personal preference I like having the numbers you know additional HP and weapon drops hmm what are we going to check chance of restoring HP and killing enemies sounds good we're gonna take that if for example these lines that are surrounding me all the time they could disappear when I'm not able to shoot my vortex at the moment so I have some sort of feedback if I can shoot the vortex or
not also my aim is super bad can I shoot the vortex again come on yes thank you Oh next level using ability instantly reloads weapon oh that sounds clearly pretty powerful to additional HP you see that's cool I like having the numbers I don't like it just as plus max HP I don't like that plus to max HP that's that sounds good additional movement speed but how much additional movement speed hmm how much I can tell using abilities by the way I
don't mean to sound cocky or anything this is an amazing game so complaining on a really high level so far pretty cool using ability which one are we going to check [Music] let's take movement speed I don't know how much but let's see is it the same boss or is a different one oh come on no you know I think that can definitely catch you off-guard if you haven't played the levels all that often please fix that don't spawn the boss exactly where you have to activate it that's a bit frustrating I know it
slowly turns red but it kills you so quickly that feels a bit frustrating wouldn't do that more weapon drops weapon drops explode after 10 seconds increase crosshair sighs what does increase crosses eyes mean so just the visualization of the crosshair Oh what what of what use is that on firing speed for 6 seconds hold right mouse button duty damage to enemies inside cross ah now it makes sense damage and firing speed depends on your current weapon hmm hmm let's try that
oh I have very little HP does my crosser actually do anything think you need a little better feedback for that and when can I use the ability again we can go to the next level I always miss that
so how many upgrades others you know I think I have seen all of them [Music] go with this one does this do anything I don't really know maybe enemies in the within the range of the crosshair could start blinking or something just so you
can see that it's actually doing something this time I'm gonna get you oh no it's moving so quickly what oh no only one HP left this is that this is bad this is bad I like that the boss has different
attacks pretty cool but it's so hard I want to beat the boss come on pirate shoots I hope that pulls an enemy towards you all why would I want that hooking an enemy reduces its HP by half does it work with the boss please tell me it works with the boss you are invulnerable and cannot move while using your hook hmm okay so I think that's the last one let's try to hook something
but it always hits me after I cook something doesn't it oh no I just just blinking flashing because I'm invulnerable I guess I'm not losing HP okay that's nice but I think that in vulnerability is definitely the more interesting on more useful part of this ability the hook itself doesn't really help you that much the invulnerability
for the one or two seconds think is quite good okay and it's going with this a couple more upgrades would probably be cool I'm starting to see the same ones again okay that didn't go so well well I want to beat the boss so what's the best one which one should I go with maybe we should try the rift walk again maybe the
dash isn't all that bad oh yeah actually the dash is useful oh I can go to the next level I always miss that there's no movement speed let's go doesn't feel all that much faster but whatever Oh
oh there's HP I need HP no hahaha why is your game so hard one more time okay last attempt let's go win which one has the most HP the rift worker and also has a lot of movement speed let's try again with the rift worker I guess or know what was the cool one mm yeah this was the op1 overpowered let's go with the overpowered one okay it has two HP left but I think that's so worth it for this ability holy cow [Music]
[Music] without losing a single life easy Playa is reborn with max HP half when HP reaches zero plus one max HP per level until original max HP is reached can be reborn again when original max HP is reached what this sounds complicated so when I die I live again but with half of the HP this sounds pretty good let's go
I can do it I want to have the missile launcher not okay easy easy Oh another upgrade I haven't seen before fuel drops and accuracy for each enemy killed what are fuel drops what is fuel I don't know so I'm not gonna take it mine less them okay we
know that one hmm let's go with that one because now we have to fight the boss it'd be cool if the bosses you will vary every time you play but I guess this is fine too Oh No why do I have only one HP this do so much damage and the boss has so much HP left come on yeah thank you
cool I'm so curious to see what's next you collected when ready to warp is converted into HP first warp to next level in six seconds okay I mean think fuel are the little circle things we collect all the time and when we are ready to go to the next level we have six more seconds to collect little circles and that will restore our HP okay that's a cool upgrade I like this one
hmm we definitely take this because we need more HP we're running out of HP okay oh they are so fast it's really hard to react come on okay I like that there are new enemies I don't really behave all that differently but I can shoot them and turn you and I like it okay the bar was full I didn't realize
Oh let's go with this one this time so apparently I member to level two [Music] really focused what are these phosphates doing Oh only one HP remaining no no please no please no I
would like to play again but I think we have already played for way too long so let's try to sum this app that's trying to bring this to an end so the most important things I would fix is changing it to 60 frames per second because playing an action based a really fast paced action paced game with 30 frames protecting it's not acceptable in 2018 definitely not maybe make the main menu a bit more interesting the tutorial works really well oh yeah one really important thing you need to fix is giving way better feedback when the fuel bar at the top is full so you can see when you can go to the next level I like
that there are a lot of ships some of them have bit boring ability some of them have really cool abilities I think the rift Walker is fine The Guardian The Guardian is a bit weird because I feel the balancing is a bit of what I would try with it is simplify this ability a bit I would say when you are in fortress mode you don't have a shield and you can not move at all but your reload speed and your shooting speeders highly increased so this way you make a real trade-off you cannot move so if something comes at you that you can't kill fast enough you need to go out of fortress mode and then in different situations you can go back
into fortress moles or kind of try to make make both forms viable both fortress mode and normal mode here I'm not really sure why I should ever use or why I should switch and it just feeds like two different chips and one of them is probably better than the other I don't know exactly which one but yeah this feels a bit off this one oh this one was interesting this was cool and that you could sacrifice two HP to summon this blob disk or thingy to be more damage I really like this one keep it I also really like this one but maybe you need to balance it out a bit by decreasing the HP because the ability is really powerful then here the ships with
abilities like this with really long cooldown abilities are cool as well I liked this one as well but please give me some sort of indication when I can use my ability again if the cooldowns are that long I want to have some sort of visualization of that cooldown when I can use that ability again this one was weird because it didn't give me good feedback I think the ability could be pretty cool and interesting definitely felt a bit underpowered maybe I used it wrong and it didn't give me good feedback so it tells me that enemies within the crosshair take damage but I didn't get any feedback for them taking damage that needs to be addressed I think this
one honestly the hook is relatively pointless maybe you can combo it with a shotgun quite well but I don't honestly I don't know if that fits into your game what I would go with instead is just the invulnerability so make give me the ability to get invulnerable for two or three seconds that's the more interesting part of this ability I feel like ok so that's it cool I am very curious to or I would I wonder how many levels you have created so far I didn't get that far it's really cool cool little shooter I like where are you going with this
I just wonder what your unique selling point could be I know you don't want to sell this game you just want to take part in competitions but maybe it could be interesting to think about what makes your game special what makes it stand out because it's so far it feels like a pretty standard ish actual shooter with a couple of different characters a pretty solid one pretty cool one so it's nothing super innovative or mind-blowing ly interesting or new but I think that's totally fine the advantage of that is that you instantly get what you need to do you instantly understand what the game is about and it looks fun it feels fun a place well it would play even
better with 60 frames per second and I like it and I would have liked to continue playing with this which is a good sign try to make this a bit more memorable I like the style and yeah that's it hope this was helpful thank you very much for sharing this awesome game with us once again links to your Twitter and stuff like that are in the description so check that out and don't forget to give Plan B's and feedback what do you guys think about this game what do you guys think about what you have seen please leave some feedback that would be awesome let's try to help this guy out and I'm out bye
Riftwalker functions as a fast-paced 2D rogue-like shooter developed in GameMaker Studio, characterized by a highly addictive core gameplay loop and satisfying mechanical feedback. The primary objective of the title is to provide an engaging, action-oriented experience through varied ship abilities and responsive combat. While the game succeeds in establishing a solid foundation, its long-term viability in a saturated market depends on refining technical performance and clarifying user interface design to better communicate complex gameplay states.
Technical optimization stands as a critical priority, specifically the transition from a 30 FPS frame rate to a 60 FPS standard to ensure fluid movement and responsiveness. Beyond performance, the user experience suffers from a lack of intuitive visual indicators. Players currently struggle to track ability cooldowns, weapon accuracy, and the tangible impact of stat upgrades. Implementing numerical values for upgrades and clearer UI elements for progress bars and fuel status would empower players to make informed strategic decisions rather than relying on guesswork.
Design refinements are equally essential to address current balancing frustrations. Boss encounters require adjustment to prevent unfair damage spikes during level transitions, and character-specific mechanics need further tuning to ensure that different playstyles offer meaningful, balanced trade-offs. To elevate the project beyond its current state, the development focus should shift toward creating a more memorable first impression through an enhanced main menu and the cultivation of a distinct selling point. By addressing these technical and design-based shortcomings, the title can better leverage its core strengths to achieve greater clarity and competitiveness within the rogue-like genre.
Thomas Brush · 2025