17.8s... that's a toughie...
Ceph
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I think you left a debug tool in the jam build :P
If you press X while the camera is open, it'll show a bunch of multicolored dots on a black background, those dots just so happen to line up with the positioning of the animatronics. But you didn't hear this from me!
Also, I'm not sure if the blindspot lights actually work to show you that an animatronic is at your door about to get you? I watched Bonnie come up (very quickly I might add :P) but he didn't show up at the door, he just jumped me. There may be a little bit of finalizing mechanics left to do here!
Awwe, so cute! And such a clever design. As tsuneko said, so many systems being interconnected through the "vitality" number is really interesting, and makes you consider things in weird and interesting ways. Wings sure can be worth the 10 steps it costs to get them. Is the map going to save you the 4(or 5?) missteps it costs to buy? Will the sword actually take out 10 damage on all the enemies you'll face? (and will the other enemies you could avoid drop enough vitality on death to be worth moving out of your way to fight them?)
Truly fascinating in its simplicity. Oh yeah and the art is fantastic too.
What the heck!? I haven't played Omori or Yume Nikki but I recognize the inspirations. To add another game to the pile of "inspirations that coincidentally I've never touched with a 30ft pole", I'd point to Earthbound. The battles, themes and sound effects, felt incredibly Earthbound and I've never even played it!!!
I've found this weird back-alley dimensional series of rooms (there's at least two of these rooms, they (almost) all have three doors at the top, sometimes the floor pattern is different, they lead to different areas in the map if you're lucky) trying to decipher this area was super tough (can't imagine why) and I'm not sure I explored even a small fraction of the duplicate rooms. I can see this becoming really difficult to finish, as the only OTHER avenue of continued exploration I could find was a weird haunted house themed area (floorboards and slimes with very tough enemies), and if that doesn't lead to new avenues of exploration, I'd be pretty much out of ideas for finding the ending.
I died enough times to see you CHEATING with the NUMBER OF GRAVES in the area between dying and reaching the bar, so I'd say I've played enough to give it all-around 5 stars for phenomenal gameplay and sound and looks.
The game looks nice, and sounds very nice, but the controls are very hard to intuit, which is important when there are tightly-timed sections... The grapple-jump, especially, feels unnecessarily difficult to pull off, requiring the player to be on the ground (so with a free jump) to grapple and then press space afterwards but not before, but also within a very tight (but occasionally, weirdly, very loose?) window of time. Rather, I think executing jumping and grappling "simultaneously", jumping either before or after grappling within a certain accessible timeframe, would make the grapple-jump ability feel better. (Also needing an un-used jump in order to do it makes it difficult to chain with other movement capabilities)
What I'm trying to say is the game looks nice, but the controls were uniquely frustrating to me in particular.
A very cute, very fun game! No frills, just directing plane traffic. I think not being able to readjust plane routes once they've been set (or at least, I didn't experiment enough to find such a feature) and also not being able to directly see HOW faster/slower each plane color is, relative to one another, makes it a bit of a guessing game until you've thoroughly internalized the speeds.
I could take a guess, though, that PICO-8's limited input suite (^v<>xc) and internal code memory banks (there's a "token" limit, as I recall) would make it tough to just add all the little bells and whistles you wanted. It helps keep scope from growing out of control, but also can get in the way of an "intuitive to the player" (as opposed to a "concise implementation") solution to XYZ problem.
Whatever. Bravo, I say!
This is a calm and peaceful game, with a simple optimization problem before you- sort these blocks using the limited space given to you. It doesn't try to be some grand adventure, it knows what it is, and it does what it does quite well. I feel like the gameplay is perhaps a little too free- you can stack any blocks on any other blocks, the only limit is four per tower.
(I suppose what I'm saying is that the typical form of this puzzle is the Towers of Hanoi, in which the blocks aren't colored but they are sized, and you can only place a block onto a tower if the tower is empty (base case) or the block(s) already there are larger than the block you are trying to place, (and your task is to move a stack of X blocks from tower 1 to tower 3, with the help of tower 2), or a, like, potion-mixing puzzle where you move groups of blocks from beaker to beaker, and you cannot separate a group once they have been mixed, and you still can't overfill any beakers so the puzzle is pretty strongly one-way and so a reset button is important to offer.)
But, for the puzzle that it is, it works well.
Okay, but there is one bug! If you use the up/down keys to move up/down a row and your cursor is empty, that works, but the height of the cursor isn't correctly adjusted! So if the tower you moved to doesn't have the same number of blocks as the tower you moved from, you can't actually access that tower. This shouldn't be hard to fix, since left and right correctly assign the cursor's height, and even in-game I fix this by also tapping left and then right whenever I tap up or down, so I'll do "up-left-right" or "down-left-right" and it has the same effect but also corrects the cursor's position.
Cute game! chill vibes! I did not end up going for collecting 1000 coins. The shark's on-target reward versus off-target punishment is absolutely ruthless, I easily caught everything smaller than it but it immediately peeled itself off all three times I found it (I did find it with heron bait, and I "won" when it ran off with the special bait, which I am assuming IS intentional, given it's dynamite)
It's just a really big jump in reward versus punishment, you need to have an on versus off target ratio significantly higher than any other fish demands, to theoretically catch the Great White.
(Also, the text is not quite pixel-perfect. It's nearly there, but the blocks of text are slightly offset from the pixel grid, and there is a slight sub-pixel-sized gap between each row of text...)
I think the time limits (25s total, and ingredients are falling from the sky, giving you not just a set order of them, but also only a few seconds to choose if each one is in or out) significantly reduces the tactical potential of this game. I can imagine instead you're given a tray of, say, 12 ingredients, and you can take your time arranging them into 4 potions however you see fit. To increase tactical potential, you could also show a tooltip while hovering over an ingredient, telling exactly what it'll do when put in a potion.
I've noticed that some effects are like "15% magical resistance", versus like "GAIN 10% attack", which would imply that some potions are setting values, versus adding to them. This could be a huge tactical opportunity- arrange ingredients so that you get one really high-value XYZ stat, and then the other potions want to use GAIN stats instead of SET stats, or you'll effectively nullify all previous potions!!
As in, so like, get this. You have potion A, which says "20% magical resistance, heal 10%, gain 5% attack speed", and potion B, which says "gain 5% magical resistance, gain 10% defense, take 20 damage"
If you use potion A then potion B, then (assuming boss still has 600 total health) you end up with 26% more magical resistance (105% of 120% is 126%, not just 125%). If you use potion B then potion A, then you get 20% more magical resistance instead, losing out on the 5% bonus because it was overwritten by 20%
With six different stats, both seeing gains and sets, it becomes a real optimization problem the player has to wrestle with in order to maximize the usefulness of their potion ingredients before each wave of heroes.
All in all, I enjoyed it, but it was indeed lacking in tactical choices because things simply move too fast to allow for super slow, careful, conscious thought.
Some day I'll get past day 5 or so. Every time I try, I get a little bit further, but the balancing is fairly out of wack past day two :P
2000 units to craft an upgrade is a lot to ask of the player! On top of limited stamina, increasingly rare ore spawns, pricey quota items, and zombies that might prevent you getting home that run! But the gameplay loop is too compelling, I just keep playing...
Also, if you want your inputs to be very reliably recorded by the current version of the game, do that half-beat counting yourself- "1 & 2 & 3 & 4 &", and change inputs the & BEFORE the beat that takes the input, that will give you the most leeway, and is what let me become reliable enough to clear level 5 (which was super satisfying by the way)
And the final step would be juice, juice, juice! Music outside of the rhythmic setup part, and then sound effects and VFX for the things that happen. You mentioned sprucing up the walls, which indeed would help the atmosphere immensely, but don't neglect adding in little worldly details like chairs and tables, piles of books, stuff like that. And definitely, little faux-lore blurbs perhaps explaining why we're using a wind-up toy to steal gems instead of grabbing them ourselves, or just banter between the phantom thieves who might be here with us.
This is adorable, and a fun game concept. It's a little limited in that any mistake derails your entire plan, although that just means that levels shouldn't be much longer than level 5 is. One big pain point is the way the game counts inputs. If you treat it like a rhythm game (like it sounds like it is) you'll actually be hitting/releasing A/D as late as possible, or even later than that. You have to actually prepare your inputs beforehand. (And also, the music is or becomes desynced from the pumping/winding of the toy which appears to be the truer marker of how inputs are taken). I would recommend "cheating" here, and recording the player's input as much as half a beat later than it currently is (so, you're counting "1, 2, 3, 4!! 1, 2, 3, 4!!", change it to "1 & 2 & 3 & 4 (&)!!" and actually count the inputs on the &s after the actual beats)
If you don't do that, I might just have to make my own version instead, so I can personally tinker with the best way to take the player's inputs. This is a great little game and I would love to see more mechanics introduced, more levels created.
Really cute, you've got a talented artist with you! The music is charming too, and the gameplay is simple (but effective enough). The whole body part fading out, and then the bloodstain underneath fading back in (as if progressing through phases of being cleaned) tripped me up, because I expected the whole thing to vanish, but once you understand that, it's fun to try different things to find the three different visual-novel style endings
start = 600 k = 0.4 args.state.game_history.reverse.each_with_index do |element, i| y = 130 - 25 * i ui_render << { x: 830, y: y, text: "#{status[element.type]} at #{ticks_to_time(element.time * k, start)}" } end . . . def ticks_to_time(ticks, start = 0) time = (ticks start) % 1440 meridian = "PM" if time < 720 meridian = "AM" end hour = (((time / 60).floor - 1) % 12 1).to_s minute = (time % 60).floor if minute < 10 minute = "0#{minute}" else minute = minute.to_s end second = ((time % 1) * 60).floor if second < 10 second = "0#{second}" else second = second.to_s end return "#{hour}:#{minute}:#{second} #{meridian}" end
where "time" or "ticks" is "frames since the start of the game" at 60fps
Which is to say, the game starts at 10:00AM, ends at 6:00PM, and each frame is 24 seconds (every second is 24 minutes)
and controllers SHOULD have sensitivity-based input...? I'm using DR's input helpers "left_right" and "up_down", which MAY snap to the nearest integer instead of taking the analog input of a controller stick into account. I'll see if I can't cook something up, perhaps checking controller input if there is no keyboard input.
This is amazing! I'm not patient enough to get through more than a couple of screens' worth (my patience getting the better of me and smashing Kabuster into the crushing hazards seconds after respawning), but I can tell this game has a lot of love in it. The control(s?) feel(s) good, although the differing behavior between tapping on an action and tapping on a neutral zone sort of trips me up from time to time, even though I can see the huge benefit to turning the cursor around to skip waiting through most of the metronome.
Eyeing this up... might scoop it up for a game I'm thinking up! Could probably offer a lot of the visual scaffolding to kickstart the idea and shape concepts. (Obviously I would be buying the whole halloween pack, to support creators doing amazing things)
Just have to think on it a bit more. (The game either looks amazing because of this, or looks mediocre at best when I make the sprites myself)
It's indeed very important to understand and internalize the difference between biological sex and biological gender, and the many different ways your body expresses different forms of this "male v. female" binary (or something outside of the binary), and how these many poorly-organized biological mechanisms can sometimes very strongly disagree. Biology is so very messy, and English's blending of all possible male-female concepts (and, of course, the stuff in-between) into two simple worlds helps not at all.
Sending love to all our queer friends out there, just trying to figure out what they even are. In general, don't worry too much about it, do what makes you feel right.
That sounds a lot like the way I made my own non-euclidean game! Except instead of procedurally generating it, I made it all by hand. There was no way I was going to make gravity-based puzzles which depend on the orientation the camera is when the player enters the room procedurally. It is also not the longest game out there...
I think I would like to perhaps expand on that world (without the 64x64 jam restriction) and make an even more insane world to put a non-euclidean RPG into. Maybe even make certain sections as close to homogenously-curved as possible, a la hyperbolica's very authentic hyperbolic worlds, instead of just this tiles-stitched-together "manifold" stuff. There are lots of possibilities to explore.