I loved this interactive manifesto. Many great questions asked in a single place, along many useful resources a link to understand the early ages of personal software and Internet. Visual effects and audios made me feel nostalgia. Thanks for this. : )
Enrique AM (devrique)
Creator of
Recent community posts
I’m glad to publish my first art toy, ENTROPY.
ENTROPY is a small art toy that you can use to generate images. You have to take care if you have photosensitive epilepsy or eye disease, as it can be very intense.
There are some hidden keys that can alter the graphics. And Space will take a screenshot, I’m eager to see what you find. :-)
I’ll probably add some updates, but we’ll see. Thank you in advance.
-devrique
Hey! Version 1.1 is published and it will probably work better, as we did some bugfixes, including the one that tied the health loss to the Hz update rate of the screen. If you try it, let us know! The next version will probably bring a song selector, maybe with more difficulties and maybe with some new songs? Who knows? :D
Hey! Version 1.1 is published and it will probably work better, as we did some bugfixes, including the one that tied the health loss to the Hz update rate of the screen. If you try it, let us know! The next version will probably bring a song selector, maybe with more difficulties and maybe with some new songs? Who knows? :D
Hey! Thank you for trying hard with our game! It seems that we are having a problem with the percentage value being in sync with the framerate (even if we took it into the account when we calculate the percentage loss, so maybe we’ll even create an issue on Godot’s issue tracker if we don’t find a reasonable explanation).
If you don’t mind for us to get some more feedback:
- Are you using a screen that uses more than 60Hz of framerate?
- Did you play on the web version, or the Windows version?
It’s a bit bugging, but just in case you want to try again & you’re using more framerate on your screen, try forcing your PC screen to work on 60Hz and try to play again; maybe it will get easier.
By the way, we already have in mind to add difficulty levels/songs with different difficulties, but we did not put the focus on it on the first release. For sure, if we update that, I’ll let you know asap! :)
Thanks again for playing the game and the elaborated feedback! :D Have a great day!
P.S.: The song is free-to-use and you can listen to it as many times as you want going to the game description, at the end, on the credits section. Or just clicking here. Then you’ll be humming it for a whole week as we did. xDD
Don’t worry, I think it was very nice to feel accountable for my actions of being annoying. The game alerted me and I was just curious, so I think it’s good that way. Whatever makes you feel more comfortable with your game, but games are also fun when you don’t expect those kind of things hahaha
And yes of course, I’ll try to finish it today! :D
I’m laughing my ass off because I got the game over screen without saving the game, after almost 30 min. playing it. Thank you I loved it, I’ll try tomorrow again, hahah.
I love the vibes of the game, dialogs and characters are very fun and cool. Also the sounds are fun and the music is very catchy. And the graphics are very beautiful, I love the characters and the hotel in general. I love too that you used RPG Maker to do the game. Very well done! <3
Hello! I’m glad you liked our game! Thank for your detailed feedback.
I already noticed the problem of having to go through the left side before publishing the game. :( The main idea we had is that, if you’re getting the coffee, the ghost will wander around the scenario, giving the player some space to evade it when going out there and to avoid the ghost being so near of the player’s safe zone, probably tuning that could avoid the problem that you mentioned. Unfortunately, we started late the jam and we didn’t had much time to add this change, aside of other improvements, so I decided to focus on adding a very small tutorial and the floating icons so the players will know where to go and what to do.
About the collision problem, I already fixed it on my local copy, it happened even more on the first versions and I left unintentionally a small collision that provoked that error. u_u
I like the ideas of variating orders or adding power-ups (we were thinking even on one power-up for the ghost, to noclip through the tables and chairs for a small time frame whenever a client leaves angry (because there’s bad mood in the ambience and the ghost feeds from it). And having the possibility for the ghost to run faster would be very interesting! I’ll try some approaches to see which seems to fit better.
Again, thank you a lot for the feedback and for trying the game! We’ll update it probably with those fixes and some improvements, also adding the missing client model that we didn’t had time to import. If you take a look to the page in the future, maybe you’ll be able to see it soon :)
Hello again! I tried to execute and play it again and I couldn’t hear any sound on the Linux compilation. I didn’t know exactly the problem, so I run the game from the Terminal and I received this error:
ERROR: Condition "status < 0" is true. Returning: ERR_CANT_OPEN
at: init_output_device (drivers/alsa/audio_driver_alsa.cpp:90)
WARNING: All audio drivers failed, falling back to the dummy driver.
at: initialize (servers/audio_server.cpp:232)
ERROR: .NET: Failed to load hostfxr
at: initialize (modules/mono/mono_gd/gd_mono.cpp:388)
So summarizing, after installing some ALSA drivers that I was missing I can hear the music and sounds correctly.
Never trust a novice Arch Linux user, hahaha! Sorry for the noise! :E
I loved this game! The physics are very fun to play, I broke many rocks (more than I was expecting), but I could arrive to the end. beep boop beep
Also the music was so groovy! And the graphics are very cool, like the robot and the cacti. And the color palette is beautiful!
Very cool! I’ll wait for the second part that includes the flamethrower. :D