yo thanks for playing my game i made this with my friends. fortnite and 6 nights at gimkit's 2 are coming soon and I released some trailers for 6 nights at gimkit's on my channel
Dunggim crawler was my first game ever, so sorry if it’s not very polished. I’m gonna work out the bugs later. Also, the golden keycard is obtained in the maze!
@@mrdinosaurproductions9507 Not currently making anything like this, but the idea you gave me was a fighting-type game where you can buy helpful sentries, like the Penny robots.
I made a new update for 6 nights at gimkit's and now it tells you what to do at the beginning and it now shows your health bar there is also lots of new stuff
Would you be willing to play the Dunggim repolish when I’m finished? I rushed it a little so that I could see what you thought of it. Also, should I make doors unlockable no matter what or should you NEED the keycards.
I'd say make the keycards a setting at the beginning, like "escape mode" (where you just need to run through) or "fight mode" (where keycards are necessary). I would keep the doors on escape mode, though, because I thought the doors were kind of a cool feature of the game even if you didn't get the keycards; they forced you to dodge for a second and slow down a little. Also, another suggestion for the repolish: it might be a bit tedious to code, but I'd love it if your health settings saved when you respawned. (You could still let the player reset their health, too.)
I don’t mind replaying it. It wasn’t bad. And Elephant Greg is correct. There is a way to code those options to where in the beginning of the game, the player can choose an escape mode of a fight mode. Just wire the button or trigger to transmit on a channel that will disable the trigger for escape mode and enables a shop and button at the doors. Honestly I like the game the way it is, but I would like the robots to work at the final boss. I would also recommend the health be set for us and not let us choose. We should also make it rewarding to defeat plants. Like coupons for a speed boost or even a damage booster.
@@mrdinosaurproductions9507 I'm not sure which idea you were referring to, but I think it was the health settings thing. Saving the setting wouldn't be easy to set up, but you could technically make a few health settings (like normal, hard, or impossible difficulty), then have the game "save" your health setting by activating one of several triggers. Then, when you get knocked out, detect it with a lifecycle and send a signal through all of those triggers. Each trigger then links to a health manager that will set the health to a specific amount; only the activated one will work, allowing the setting to be saved.
yo thanks for playing my game i made this with my friends. fortnite and 6 nights at gimkit's 2 are coming soon and I released some trailers for 6 nights at gimkit's on my channel
Cool! Man it has a lot of promise. It almost inspires me to take a crack at making a game mode like it.
@@maththrive cool!!
You should continue this series! It’s cool to see the fun maps created by players.
Ok. I definitely should.
Dunggim crawler was my first game ever, so sorry if it’s not very polished. I’m gonna work out the bugs later. Also, the golden keycard is obtained in the maze!
Dunggim crawler wasn’t trending and it was a lot better than some of those other trending game modes… I liked it!
@@maththrive Thanks man!
I agree! The game seemed pretty effortful and had some cool ideas like classes and health settings. It's given me some ideas for my games, too.
@@ElephantGreg Thanks! I’d love to hear about the games you are making
@@mrdinosaurproductions9507 Not currently making anything like this, but the idea you gave me was a fighting-type game where you can buy helpful sentries, like the Penny robots.
I made a new update for 6 nights at gimkit's and now it tells you what to do at the beginning and it now shows your health bar there is also lots of new stuff
That’s a good update
Should I make my own gimkit account?
Yes
29:38 Lol, by passing through you missed some dialogue 😭 you were sposed to escape that guy lol but I guess you found a pass by
Oops!
Would you be willing to play the Dunggim repolish when I’m finished? I rushed it a little so that I could see what you thought of it. Also, should I make doors unlockable no matter what or should you NEED the keycards.
I'd say make the keycards a setting at the beginning, like "escape mode" (where you just need to run through) or "fight mode" (where keycards are necessary). I would keep the doors on escape mode, though, because I thought the doors were kind of a cool feature of the game even if you didn't get the keycards; they forced you to dodge for a second and slow down a little. Also, another suggestion for the repolish: it might be a bit tedious to code, but I'd love it if your health settings saved when you respawned. (You could still let the player reset their health, too.)
(And I know you weren't talking to me, but I will absolutely play when it's done.)
@@ElephantGreg Solid idea, but I don’t think it lets you do that, lol. And thanks, I’ll let you know when the overhaul is done
I don’t mind replaying it. It wasn’t bad. And Elephant Greg is correct. There is a way to code those options to where in the beginning of the game, the player can choose an escape mode of a fight mode. Just wire the button or trigger to transmit on a channel that will disable the trigger for escape mode and enables a shop and button at the doors.
Honestly I like the game the way it is, but I would like the robots to work at the final boss. I would also recommend the health be set for us and not let us choose. We should also make it rewarding to defeat plants. Like coupons for a speed boost or even a damage booster.
@@mrdinosaurproductions9507 I'm not sure which idea you were referring to, but I think it was the health settings thing. Saving the setting wouldn't be easy to set up, but you could technically make a few health settings (like normal, hard, or impossible difficulty), then have the game "save" your health setting by activating one of several triggers. Then, when you get knocked out, detect it with a lifecycle and send a signal through all of those triggers. Each trigger then links to a health manager that will set the health to a specific amount; only the activated one will work, allowing the setting to be saved.
and yes, being able to skip through the doors was intended for people who don’t want a super long play through
Well thanks for that!
@@maththrive lol
27:15 hey there I am!!
lol! You’re the first
OOOOOOHHH NEW VID😮😮( First )
You win a free picture of Flurry via screenshot!
@@maththrive Yay 😀
0:37 uhh there are prob some games that have math thrive in them but the search engine is a failure
At the time of that recording it was the same day I made the community post about putting MathThrive in your title or description
@@maththriveok
i got the new wr in gimkit don't look down (6:51) can you react to it
Congrats. And eventually
I didn’t see gimkit royal! on trending😢
Hmmm. Trending changes like every second so maybe search for it? lol
uhh maththrive you psted it on youtube 2 hours ago and you posted it on the discord just now 💀
Thats how it goes.
You should try community picks, now
Is that a new update to discovery? Community picks?
Yeah, it's maps hand picked by the devs for quality and uniqueness.@@maththrive
Ok