works great, thank you!
pancelor
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thank you! nice indeed.
pausing: true! but I like it how it is currently: the score changes color slightly after pausing, which strikes a nice balance – it makes it easy to tell if someone paused, without forcing them to play the intended way. (and here’s a longer version of these thoughts: https://pancelor.itch.io/make-ten/devlog/740875/v14-pause-indicator-deluxe-edition )
Apparently Godot 4 dropped support for GLES2, so your trick only works for Godot 3 projects. I’ll reconsider whether I keep using Godot 4 in the future – thanks for letting me know. There’s no easy way for me to make a build that works for you, unfortunately. (I would need to remake the game in Godot 3)
Here’s some links in case you, future-me, or anyone else reading this is interested:
haha yeah it’s frustrating, isn’t it? If you did somehow clear the full board within the 2 minutes that would be wild, you’d need some impossible luck.
I’m not gonna change this version BUT I’ve been working on an expansion with a bunch of variant game modes, and some of them are quite satisfying :)
update on the minified version: 496 bytes, with a longer/commented version here: https://gist.github.com/pancelor/5196243ebbb51ca97905b0df52f11d26
playable here – the scoring is pretty different (you can’t hold the mouse down in this version!)
I pasted the code from this page into my pico8 (0.2.6b, same one that your web export seems to be running) but it doesn’t work, it stop()
s on the first frame. any idea what’s up with that?
edit: ah elseif y>5and s!=" "or y<5and s==" "then
needs two more spaces; it’s different here than it is on the main itch page
I won! 5 points. fun:)
Ah, sorry! I can see how gamepad support would feel missing for the first hour(?) of the game, but later on I think you’ll agree that this is a keyboard-only game. I can’t imagine a way to add gamepad support that wouldn’t completely overturn one of the core parts of the game…
(But at the very least, I ought to edit the itch page so that this is clearer)
Let me know if you find any bugs! Here, or in a separate thread; either works. It would be helpful for me to know:
- Which version you have Or, how you bought it – my itch page, indiepocalypse 49, or the indiepocalypse pledge drive? (I need to make the version number easier to find!)
- What operating system you’re using
- If it’s a crash, it would be extra helpful if you attach the
logs/godot.log
file from the userdata folder:
Windows: %APPDATA%\Godot\app_userdata\cerealman
macOS: ~/Library/Application Support/Godot/app_userdata/cerealman
Linux: ~/.local/share/godot/app_userdata/cerealman
I expect it should be the same – I’m a tester for the full release and I got it working with linux wine by installing d3dcompiler_43 through winetricks (thanks to this thread!)
(for completeness: the game was crashing when I tried to launch it through wine, so I installed d3dx9_43 (only) through winetricks, but the game still crashed on launch. Then I found this thread and installed d3dcompiler_43 in addition, and the game runs now! So it’s possible that d3dx9_43 is also required (since I never uninstalled it), but I doubt it)
Here’s some detailed instructions on how to change the resolution (including the palette instructions already shared here)
https://gist.github.com/pancelor/322491bdc12d1f6fef5d08832a4a565e
hello bcat112a I have beaten your best cycles of ninety-three with my contraption: one-hundred-and-six cycles. I will try for higher later. https://imgur.com/a/5gkI07b
the leftover clues at the end were very intruiging; I calculated the result and called the number on my cellular phone, only to hear the game’s muisc playing both forward and backwards at the same time. I have yet to discover what this is meant to signify
Overwhelming at first, but really fun to figure out how to improve and make deductions! I wish I could draw on the screen; I stopped using the game and solved them in paint instead. And then eventually I went back to only using the game, to try to get my time down – here’s my fastest:
What does the daily do? it seems to be completely random puzzles, not a single puzzle per day.
thank you!
“how did you choose?” – the game was made for a jam with a constrained code-size (here’s the entire source code!) and I wanted consistent layouts, so I seeded the RNG with the current level number (srand(lvl)
) and then placed some number of mountains/graves/heroes at completely random locations. I think level 1 was too easy (it wasn’t good enough preparation for level 2), so then I tried srand(lvl/7)
(which makes different layouts but keeps the code-size small) and then landed on srand(lvl/3)
. I think those were the only three things I tried. I chose based on how level 1 felt – it needs to be not too hard (relatively speaking) but it needs to be hard enough that you learn the game enough to be prepared to take on level 2, when the game gets a lot harder (maybe I should have kept looking – the grave sitting out in the open near the town is maybe too hard!)
but why did I want consistent layouts in the first place? (after all, seeding the RNG added code!) Hard to say… I think it was something similar – level 1 needs to be a stepping stone into the rest of the game. If you can just reset until you get an easy level 1, you won’t be prepared for level 2, which will be frustrating. Maybe you could just reset until you get an easy level 2? Maybe it would work, but my gut said to make the levels consistent.
It also helps to give the game a sense of place, rather than procgen oatmeal. I like the feeling of losing and then trying the same level again, to do it better (or winning, and then trying to get your move-count down). And I think if I were playing the first level for the first time, I would care more about protecting the town that lives in this one particular valley than I would about Random Oatmeal Town #37. making every level random (er, randomly random, rather than consistently random) would emphasize the fakeness of the game too much for me. I think it would also “use up” the interesting parts of the game too quickly – I like having the player sit in one valley for a while and explore what makes that particular one interesting. (The move counter points in that direction too)
(one final note: “chaotic or unbeatable?” – chaotic yes, but not unbeatable! I knew the generator would be consistent simple procgen from the start, so I designed the rest of the mechanics to work with any level. In theory, the generator can certainly spit out unbeatable levels, but in practice I haven’t found any yet in the hundred or so levels that I’ve played.)
great questions, thank you! I didn’t realize I had this much to say about it :) I should clean this up a bit and post it as a devlog
really cool! the map tech is wild. and the trick to display the HUD hearts it clever – I’ll have to remember that.
rot13: V sbhaq 6 be 7 urnegf, sbhaq n qhatrba, naq tbg fbsgybpxrq va gur jngre pnir – vg frrzf gb unccra pbafvfgragyl jura V uvg gur gbc-yrsg pbeare bs gur oynpx erpgnatyr vafvqr gur jngre. obggbz-evtug gbb. nz V snyyvat va n cvg..?
Does this jam accept tools e.g. map editors? (made in PICO8 of course)
Related question: are there judging categories? or are all submissions judged on a single scale of “good” or “fun” or something?
Category suggestions:
- Fun
- Innovative
- Artwork
- Tools
(I’m sure there are better names for these, and looking at other jams for category inspiration might be a good idea if you decide you like this idea)