Coder king 3: legends


Idk how I got here but this is really cool

6 Likes

I WANNA SEE THE GAMES
plz :]

1 Like

One day.

2 Likes

@brohann Analysis (again)

DISCLAIMER: I accepted this final submission because I must fulfill @brohann’s wishes. I’ll let him decide whether he wants his final submission to be Makecode Kart or Punch People.

Let us begin, and first let me say, WHAT THE. There are so many lines of JS code in the project, around 2,019 lines of code! I can’t even convert to blocks because of how big this project is. This makes the project seem extremely impressive at first glance.

But again, bigger doesn’t necessarily mean better. Now, let us do a much deeper dive into the game itself,

First, I respect the decision to make the map nice and big, since it gives you plenty of room to explore the world, open world ig. Plus, there are plenty of stickmen around the map, which helps the game live up to its name (PUNCH people). Although I have some issues, there are some times when I end up in an inescapable place, softlocked in other words. It gets annoying when I am forced to press the restart button countless times.

I must discuss the physics of the game. It reminds me of Sonic The Hedgehog, where you initially start slow but exponentially get faster. And I love it for it, the game’s physics allows for a versatility of movements across the map. And it’s pretty fun to watch the player (sprite) move like that. You can fly from one end of the map to another, or just walk slowly to beat up stickmen. Also, it seems that everything has the same physics, such as the poor stickmen, where I can fling/punch them to infinity.

The hitboxes of the stickmen are somewhat peculiar. By that, I mean they can be confusing, It seems like you need to be in a specific position to punch a stickman with success. I guess the punch hitboxes are EXACTLY at the center of the stickmen? For example, the red stickman won’t move an inch if I punch him at this position.

The water hitboxes are confusing too, since some parts of the water will not kill you, yet some parts of the water will INDEED kill you (also it appears that the other stickmen can survive in water, but I can’t, yikes).

Now, I am a big fan of all the mechanics of the game, there are so many of them. They’re probably my favorite things in the game. This includes the springs, the teleport portals, and the up arrows. They work smoothly/well most of the time.

Now then, let us discuss the endings. I love how many endings there are! They allow for a ton of replayability, where players hunt for the endings. I got a few of them, and I won’t divulge them, however, some of them are simply absurd (sorry for being blunt), and some of them require you to do stuff with almost zero visual indicators. Some of them tricked me tons, and I had to restart the game so many times trying to find an ending.

(quick note: the game runs smoothly on my home computer. Yet my FPS is at 10 on my school-issued laptop. Not going to affect the score, but just wanted to point it out.)

And officially done with my analysis. I wanted to show off all my compliments and some criticisms. I won’t show the received score, because I don’t want to spoil anything (plus I haven’t finalized it yet). Although as far as I can tell, it’s somewhere between 135-150 points. Plus, we still have the voting booth to deal with. Overall, great stuff as usual. Congrats @brohann.

3 Likes

@InvalidProject Analysis

Game link:

Zombies of God! This was a very hyped-up game in the Makecode community. Cat Co. spent over 6 months on it. And seeing its final version being in CK3 is such an honor. Now, join me in this very long post.

The beginning of this game was something I had never seen before. It had the iconic Cat Co. logo, a small disclaimer (regarding the ARGP), and a headphone recommendation. It made the game seem extremely professional at first glance, it seemed like the type of game you’d find in a GameStop.

The game itself is even better. Let me state this, you have to respect the storyline/lore (not going to spoil anything). The bits of LORE are interlaced extremely well. We get 40-50 minutes of this greatness. To build a huge game with that kind of stuff is truly difficult.

The tutorial stage (1-1) was made well from a Game-Design standpoint. It teaches you all the mechanics you need to know well. From shooting to running around. I find it cool that there are cutscenes on the stage, such as when you see the first zombie appear. However, I wish that you could move more during the tutorial stage because it can get pretty boring while the text goes on. Plus you can’t speed up the text and cutscenes, so it can become a real drag if I die since I’ll have to relive all the text, again. But it is just a nitpick, and there’s nowhere else but up for the rest of the game.

Invalid done a great job creating the Zombies of God! Universe, it feels extremely cool. When the character travels to Greece (mini-spoiler), I feel like I’m in Greece. And that’s quite the achievement to pull off. Oh yeah and the music, can’t forget about that. It is simply a masterpiece on all fronts. This game is captivating throughout with different types of zombies/monsters, great boss fights, traveling across the world, and more and more. I like the decision to make all levels unlocked since it allows for a bunch of free reigns. And the controls and UI have my respect as well, they are so good.

But I do have some criticisms, although they’re just my opinion. For one, I don’t like how you need to press a specific key just to fire in one specific direction, it’s kind of awkward and I feel like I lost control. Another thing I don’t like is how you can only shoot in 4 directions, so my shots need to be as precise as possible (not that it was that much of an obstacle or anything), given that I can only shoot a straight line, but that’s just my opinion. It is also somewhat strange that you one-shot all zombies, it can get pretty boring, you being able to wipe out a battalion of the undead, simply by keeping a distance between the horde. So, I was able to breeze through most levels. The speed of the enemies I don’t like either, like if the final boss touches you, you’re pretty much cooked since you can’t outrun him. However, once again, it’s my opinion, so take it with a grain of salt. Plus, I might have exaggerated the entire criticism paragraph, they are all just super-small nitpicks.

That being said, that wraps up the analysis. The score will not be revealed yet, although it is estimated to be in the 145-150 point range. Plus, we still have the voting to deal with! Either way, fantastic work, @InvalidProject.

6 Likes

0_0
its a research paper…
:clap:

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yeah, sorry for weird hitboxes. the water might be a little broken because I had to quickly remove a feature because it was causing some glitch with post approval

2 Likes

Crazy?! I was crazy once. They locked me in a room. A rubber room. A rubber room with rats. And rats make me crazy!

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@InvalidProject submission here:

(I forgot to paste it into my analysis)

DUDE!!! This is awesome, how did I not see this!? Am I allowed to play around with the code a bit?

2 Likes

Mine is going to be quite demoey as there are so many things that took ages to figure out. (enemy status bars, enemy block objects, intent, card energy, status effects, single use cards, custom enemy function, randomly generating map, card inventory display and also the time spent on excel trying to balance relics, items, cards and enemies, fight layouts and player summons) Therefore friendly summons, relics and items will probably not be implemented :melting_face: Also there are lots of bugs…

5 Likes

Promise you’ll release the excel sheet when you finish the game!

7 Likes

@Luke
It is time

3 Likes

Also some common bugs:

  • The cards stop moving in a wave pattern if you move to another window/tab (this is probably just an issue with this block which is kinda buggy as also seen in the very first post about this project) :bug: :bug: :bug:
    image

  • Occasionally the cards will do something weird (like move to the right of the screen or float up)

  • If your hand is bugged, sometimes the end turn button and a card will be selected at the same time.

Luckily these are fixed by the “reorganise cards” function that I made which triggers when playing cards and other events.

  • After playing a metal card, you have to reselect it to play it again :left_right_arrow:
  • If you win fight whilst rerolling, the game just dies :boom:
  • Cards don’t update their visals when changed by relics or status effects (Not really a bug, just something that would be soooo tedious to implement as either I would make a custom font rendering thing or make like a billion arrays)
  • Enemy targeting is a bit scuffed as it uses the overlapping block (which is seriously unreliable) so don’t be confused if the back enemy gets hit sometimes. (lag also affects this)
  • Cards might not do what is expected (as I had to manually input all 107 cards’ various properties: energy, dmg etc ) If this happens pls tell me what card it is and what tier
  • Status effects are kinda weird sometimes (like minus values)
4 Likes

Err… Do you have the link with you?

2 Likes

Finally made a name lol
So yeah, definitely didn’t finish it but here’s some stuff that you should know (no time to make a tutorial :melting_face:)


Cards and characters are random, this is just to show all the content, will be changed in the future.


Controls:
L and R to select cards and end turn button
A to interact with stuff on screen
B to view card inventory (don’t try reading the rotated text lol) OH NO I JUST REALISED ITS BROKEN
Menu to view map
Up and Down to move map and card inventory


Cards

Yellow circle means attack all enemies (doesn’t apply to heal/block as they should apply to summons which I need to implement)
image
Make sure to look out for the energy count on cards, certain cards may be 0 cost btw.
Card upgrades and types: wood; metal; glass


Metal: Has 2 uses (but can be used multiple times in battle)
Glass: Each card used only once per battle


Status effects

All effects tick down 1 when the enemy turn ends
Weak decreases only your damage, but for enemies it decreases everything
Poison damages at start of enemy turn (before it attacks)
Burn damages after enemy turn
Poison damages through shield
Burn is blocked by shield


Things to be implemented:

Boss relics
Relic effects
Items
Summons
Unique events
2 more floors of enemies
level 3 upgrades
Curses
Balance


Things to look out for

6 playable characters
8 unique enemies
2 unique bosses
36 cards, each with 3 upgrades
19 relics (doesn’t do anything though…)
Loads of easter eggs and references!
the effects of 5000 blocks


Guide to Symbols

image
Poison Debuff. May be referenced as PSN. Deals damage at start of enemy turn through shield.

image
Spike Buff. May be referenced as SPKE. Deals damage when attacked

image
Heal Intent. Heals all allies

image
Summon Intent. Summon enemy/ies

image
Stun Intent. Do nothing this turn

image
Weak Debuff. Decrease all intents by value. For player this only decreases attack

17 Likes

6yalno

@AbstractDesigner ain’t coming back from this one :sob:

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???
confused

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???
EXTREMELY confused

3 Likes

your art puts da vinci to shame! your art is to good!

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