a little buggy but fun premise none-the-less. i understood stamina but didnt understand how i lost health? meanwhile, after scaring 1 mouse out of town, i chased the 2nd all the way to the left (i wanted it to dive into the water but it just hid behind the NPC?), then returned to the quest-giver who appeared indifferent toward my accomplishment :/ still, good fun. +1 if you add the itch Fullscreen button ;)
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Full Screen button added!
I think a dive into the water would be fun. My main worry was it happening off screen, but maybe I could have it wait until the player was close.
then returned to the quest-giver who appeared indifferent toward my accomplishment :/
Yeah… quest system kinda sucks. I wanted to have a history/friendship meter. In particular, when you are gud boi, they throw you a bone or a treat (the assets are loaded, just didn’t get there xD).
a little buggy
Curious about what kinds of things you saw here! (I do have some ‘boundaries’, things you jump over… but they suck). Time to squash some bugs :D
i understood stamina but didnt understand how i lost health?
The idea was to have food as something to gain health, but it starts out at 50%… and that mechanic didn’t make it in time. I wana have bandits that come to the village with actual combat mechanics too… (Have combat actions/animations, but again im bad at scope xD)
hi, revisiting now with the FS Button in effect (thanks for that), what i took for a sort of movement bug is what i now believe to be a gallop/loping effect, instead, which causes me angst as it feels unduly sluggish as i'm racing to perform my duties. i expected purely arcade movement but now understand that it may be said galloping effect?
another is that it seems the quest-givers must be approached from the right; when i attempt to take my assignment or otherwise communicate from the left, i'm ignored?
meanwhile, this time thru (and i musta missed it the first time) but, once the varmint is scared into running, i didnt realize that we had to catch up to it and "kick" it out of town :) i get that now and exiled 3, nearly 4 as night fully fell mere seconds away from said kick but i dont remember any notion of kerplunk in my first run (with only 1 quest complete, then).
otherwise, yes. boundaries (and perspective) are a little difficult. for starters, an audible/visible *boink* cue when we run into an obstacle would suffice until we learn the grounds under our charge (which doesnt take long). and since i have a thing for physics, i'd like to nudge the crates down the street :)
Hmm, not sure what you mean by the galloping effect. The animation itself? The jump does give a bit of a boost in movement (I was going for a bit of a ‘pounce’), and when landing it does do a minor slow. So maybe that is what you are seeing?
The movement speed is kinda arbitrary at the moment. I was hoping for more interesting interactions where you could get speed upgrades or buffs.
And yeah, its currently set to where unless you are facing the villager and them facing you, the quest accept won’t trigger. I think it would be a lot better to just have the villager turn to face you.
I do think boinks and moving bricks would be interesting! I originally added the blocks as different ways to ‘corner’ the vermin. So there would be some strategic map ‘managing’. but it was kinda awkward. Maybe a crate delivery quest? :D