[V1.2.0!] Happy Cup!

Happy Cup!

Fill a cup with water, but don’t let it overflow! Play through 12 different levels with new cups and game mechanics in each!

Created for the GDevelop Game Jam 9! If you like it, don’t forget to rate it and leave a comment! (It means a lot!)

Check it out!

(By the way, there might be a few secrets disguised as tips…)

Please let me know if you spot any bugs, or have any suggestions! You can reply here or leave a post on Snowy’s Forum :smile:

5 Likes

Hi Snowy!

Funny!
As bug (very tiny), a blue ball stays sometimes blocked on vertical black support (level 7 i think)
But i quibble a few.

Music is very cool and swinging.

Congratulation.

A+
Xierra

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V1.0.1 should fix that bug :smile:

Was there any specific levels you liked/disliked, or any level ideas you had?

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Nice relaxing game Snowy, reminds me of some old games I use to play in Sploder

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The water blobs collect in the cup in a very satisfying way, very nice.

Suggestion, have an indicator in the menu for which levels are completed. This is what it looks like after for example, level 3. A few more levels and I won’t remember which one to click when I’m returned to the menu.

Update
My bad. The incomplete levels have question marks.

2 Likes

Hi all!

I think you could get clearer the icon of the level when this last is over, like this by example:

image

Xierra

Snowy, what is the aim of the game? I thought it was to have water at least up to the dashed line in all parts. Like there must be no air under the dashed line. I had a lot of trouble on level 4. So then I just stopped and it said my water was acceptable and graduated me to the next level. I was unable to get a screenshot of that moment but I did level 4 again and this is approximately what it looked like when it said I had achieved the win. If that’s a win then it’s a bit confusing, only part of the water has to reach the dashed line?

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As of the current moment…

If any water touches the dashed line, you complete the level. I could change it around, but this was the easiest logic for me to make quickly for the jam. :smile: (Also because if I changed it around, some levels would be almost impossible :laughing: )

Could you explain more?

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I can see you replying but I’ll type anyway. I just had a go at level 5 and I don’t really get it. If I stop the 3 2 1 timer comes on and it said I won it even though I only had a tiny bit of water in each cup.

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Just checking, the water still went up to the line each time right?

Also if by “I don’t really get it” you mean that you think the game is too easy, the levels do get harder as you go on :smile:

I love level 7 but had to exit it to find out which level it was as I haven’t completed it. There could be a level number somewhere for reference?

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Level 5 doesn’t have any lines.

About not getting it, it’s like this. If I get into a win situation by having water up to the line it doesn’t say I’ve won. I have to do nothing and not press anything and then the 321 timer comes on and then says I’ve won. So I guess what I’m trying to say is that there’s no immediate feedback when the conditions have been met for a win. Like level 4, I played that so many times trying to fill it completely. But I had already won many times and not known because it doesn’t tell you you’ve won until you stop pressing the cup for 3 seconds.

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So, to have a win where only part of the water touches the top line is fine, but because there’s no immediate feeback, it’s hard to know what the goal is.

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That’s very true, and I haven’t thought about it like that before.

What would you suggest is a good way to give immediate feedback?

(The 3,2,1 is there so that you don’t overfill the cup, and then just stop holding to instantly win :smile: )

Immediate feedback is simply as soon as the win condition is met, that is water is touching the line and there’s none outside the cup, the win message comes up. No timer. I didn’t understand your timer reason. You mean what if the water touched the line but another blob of water was about to go outside the cup and reset the level? Hmmm, interesting, but I’d call that a lucky win.

Player has water touching line → player wins level. That’s it.

I love level 8 and 10. Haven’t done 10 yet, came here to type.

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Yeah okay, I think I get your point. You’re preventing people from just spamming the cup button. Which is exactly what you said but I didn’t get it.
Thinking…maybe you could have water touches line, something changes, like to mean you’re almost there. And then if no blobs hit the floor there is a win (with your current 321 system). There just needs to be a change so the player knows they’ve met the requirements. Like the line changes colour. I’ll have another look and come back.

Update, I think the current system is fine with just some small tweaks.
Currently, water touches line, player stops pressing cup → timer starts

But would it work if the timer started as soon as the water touched the line whether or not the player was still pressing the cup? There could still be a fail if some blobs went outside the cup. And just for an extra, the dashed line could blink or something, at least when the water first touches it.

But if that introduces problems you don’t have time for then even just some visual change when the water first touches the line would be good.

Is the game inspired from an existing game? Great job with it.

Second update
I think the tips are a bit much. They seem to come up too often. I’m in a level and press back button to try another one. Tip comes up. Select level. Tip comes up.

Third update
I’m currently battling with level 10. When I go to the menu though, level 10 that I haven’t completed looks exactly the same as the levels I have completed. There could be a coloured ring around completed level numbers which may have been what Amigo was saying. I complete a level, gimme. Gimme a coloured ring around the level number.

2 Likes

It probably would.

I’ll have to look into whether that’s possible for the game jam (as I’m on a little time crunch) and my current system uses actual collision (meaning that if water fell down through the dotted line, the timer would start).

Thanks so much!
It’s inspired by another game called “Happy Glass” (hence “Happy Cup” :laughing: ) but in that game, you can only press and hold once. As soon as you let go, that’s all the water you get. Also, happy glass only ever has different shaped cups, no new mechanics. Since I wanted to add moving pipes, spinning bars, precision levels, etc, I decided to remove the “only hold once” part to allow those levels to be possible :smile:

I feel they are a bit much as well.
All of my other games just use “change scene” so I wanted to try out a tweening system, that way the game would look smoother.

What do you think I should do about the tip system?

  • A: Remove the whole system and just use “Change Scene”
  • B: Keep the system, remove the tip text, and make the tween much faster

Currently, no one has ever beaten level 10…not even myself :laughing:
It’s mainly there as a joke level since if every level was super easy, then I’d receive a bunch of feedback that the game is too easy :smile:

That’s a great idea! I’ll work on that and try to get the game updated soon! :smile:

(By the way, I couldn’t fit them all in the game currently, but here are all the different cups I drew :smile: )

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Exactly, by example what Bubble suggests.

Xierra

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As of now, I’ve created the coloured ring, and have scrapped the tweening background entirely. (It didn’t look good moving super fast.)

I’m gonna finish up a few more things and then put out the update :smile:

I think it’s okay to have the tips. But there shouldn’t be two in a row. Probably get rid of the one that appears when the back button/return to menu button is pressed. And I would consider making the tip background have some level of transparency. Also see how it would be with the blue from the background grid. And I really think it’s worth finding a better font for the tips. You can have a look at sites like dafont and preview your text.

Oh, just read your latest reply haha. Oh well.

1 Like