Loved it. I was so happy when I discovered the interaction with the water and the horse following the apple. Those interactions made for a very polished feeling. And the day/night made the world feel bigger while still maintaining the scale within reach. Super cool level design.
Kofy
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What the hell that game is a masterpiece xDD I had so much fun. The dialogues and the lore really made my laugh. The musics are great and I lost multiple times because I was just vibing on them.
Gameplay wise, I find it a bit difficult to really know how much the assets are unbalanced between the two parties and the fact that it goes so fast gave me a hard time using the abilities (I had not enough available brain cells for that level of multitasking). But I still managed to beat the game so I guess this was a good level of difficulty for a game jam :)
(And the bard being an asset in the last level xDDDDDD, that was great)
I’m gonna share your game to other frinds who participated in the game jam, it needs to be seen.
The game being self explanatory I managed to play it without having to read the game’s description, well done on that. The feedbacks are clear, the actions are explained, its very nice. Plus the aesthetic is super cool. I just wish it was not an endless game because it turns a bit repetitive after some time, so I would have enjoyed a victory screen. Besides that it was a very nice experience. Congrats on your submission.
I am using firefox on linux so I could not try your game t.t
The camera going too high is more of a design mistake than an actual bug, I think it could be solved by allowing the player to freely move around the scene.
My main problem is the fact that blocks slowly slides on top of each others causing the tower to topple without actual mistakes from the player. I saw that you used your own engine, did you encountered this kind of problem?
~~ Day 6: Enemy AI ~~
As mentioned in yesterday's post, I spent a huge part of my day working on the enemy AI. It can now spot the player, chase it between multiple rooms, and return to patrol when it loses sight of your character.
It can also open blocked doors by destroying the blocking objects, but I don't really have a good feedback in the game yet so showing a gif would be terribly tedious.
I still have to implement some important mechanics for tomorrow's dead line (like a way for the player to win xD ) and with college, work plus another side project I am starting to have a hard time committing to this project.
~~ INTRODUCTION ~~
Hi Guys!! Me and R0xyPr0xy are working on an Halloween game during October. We started working on it on October first and plan to launch it on October 31.
It will be top down game where you incarnate a small pinata guy trying to escape from the candy factory. To do so, you have to find your way in the numerous rooms, avoiding and hiding from the factory's guards.
Here is our calendar:
Not all tasks are planned on it yet but the major dates were already decided. For now I finished the major mechanics, related to the player. I am now going to work on all the monster behaviour, it is going to be a lot of work I think.
This is a fluxogram of it's behaviour so you have an idea. Some of the blue blocks are pretty complex behaviour and I still don't really know how I shall go with the implementation xD
And finally some concept I made for the main character. I don't know if we will stick with any of those, but it was nice to do something else then programming for a moment.
Daïshi - 05/10/2020