I really enjoyed the Space Harrier style perspective - I desperately want more games to do this, thank you so much!
The trains are awesome, and I loved the lore and the entire concept of the underwater metro.
I found the controls a little slippery, particularly after a few shop upgrades, and bounced off *ahem* the crate dodging, but the setting and presentation won me over in the end!
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This is fantastic, so polished and coherent, and I was delighted when I found out I'd be able to defend my train.
I will say that Level 1 was instantly too hard for me with the number and density of enemy trucks, but that just feels like a balance issue (or maybe a skill issue on my part) in a fully realised game. Very nice work.
The Linux build crashed on startup on my Pop!_OS 22.04 workstation, but I was able to run the Windows build using Wine.
I loved the low-poly PS1 vibe, and the music is a GREAT choice for this vibe. The idea of a race that isn't necessarily is very clever. I successfully escaped the track and found the quest map when I paused, but ended up clipping through a mountain into the sea, but was able to extricate myself!
Movement speed feels fine on the track, but a bit fast and slippery in the open world (I was using keyboard controls, though).
Is there any way to interact with the characters in the village, etc.?
And this isn't even the most on-rails game in this jam, in that regard!
Thank you for the kind words. When it became apparent that we'd not have time to implement the full gamut of moral problems that we'd like to represent (especially without going in the direction of Neal.Fun's famous trolley problem game, which has a similar conceit but different vibe), I picked a narrative stopping point that I suppose can be viewed as the end of the introduction to a larger piece.
It's interesting that you mention a moral to the story, because - although trolley problems get memed a lot right now - we took a slightly deeper dig into the virtue ethics propositions that underlie the original form of those questions.
Thank you! It is indeed trolley problems all the way down! The first question that sets you up as a judge is actually one of the original pre-trolley-problem ethical questions posited by the philosopher Philippa Foot, whose work on virtue ethics gave us this entire form of moral quandary - we had a rather fun time sitting in a chatroom running through the early canon (as is normal on a Saturday night, surely).
Foot's work is really fascinating, in that although she takes up some ideas from Nietzsche about socially constructed mores, in her late work she concludes, in an echo of Kropotkin's work on mutual aid, that humans as animals evolved to live cooperatively and fit together, thus concepts such as justice, benevolence and fairness are natural traits within our species, rather than purely social constructs.
I'll definitely get some theming in there if we continue development so that we can have light mode and other player-friendly choices.
Caveat: my current ratings are based on prepping for a session that I HOPE will happen before the rating deadline is through, but I've gone through all the materials with the intention of playing (team "reading RPG rules recreationally" represent). I'll update as relevant!
I really like this conceit, am an absolute sucker for this vibe. (I am an enjoyer of ineluctable damnation.)
Because we'll be playing online, the game feels a little bit printable heavy, but hopefully an online whiteboard will fill that gap and converting the mechanics won't be too cumbersome.
This FEELS like it'd do best as a party game with a clutch of friends who're already experienced with free-form, improvised character games like Forsooth!
An endless runner/avoider game in which you control a steam engine moving across three tracks to avoid barrels and crates!
I found collision detection on some objects could have been a bit more sympathetic when changing tracks, but I may also just be very bad at these.
Nice to see so many Godot games in here. <3
QA notes:
There isn't supposed to be any sound, is there?
Game resolution didn't change upon fullscreening.
Fun little elimination based logic puzzle, good for a casual round or two, and very well presented in terms of graphics, sound, and the overall conceit.
Quick QA note:
Am I right in thinking that the game generates the conditions for who's to be the spy randomly? At one point, I got a range of times for when they could have got on that was much larger than the range of times are which they got off, which worked logically but didn't feel entirely natural.
It works perfectly, thank you! I also can't comment on the itch.io client update order issue, because the entire client has taken offence to my new 4G modem, but a manual download of the latest 64-bit version picked up my savegames and generally works as it should.
I got Janitor back with console command: hackiconpattern:2
Sorry to keep poking, but I'm still having this issue, plus I could do with some of the bugfixes that were released earlier this month for Steam users (https://steamcommunity.com/app/844590), if you have the time. Janitor's disappearance and the resultant lack of hypnocoin is really slowing down my late game, which is a bit offputting.
Would it help if I grabbed any particualr logs for you?
Thank you!
It looks like it was a bug - planes beyond the first didn't appear and prayer boats didn't disappear as quests were completed. But! I replayed, and didn't experience the same problem! On my second playthrough, the new planes were really obvious (although I was looking out for them, after all the advice I've had here.)
In case it helps with troubleshooting, the homeless mage was the first person I spoke to in the buggy playthrough, but after speaking to him, I went off and helped a couple of other people before finding out how to squatbreak and opening the building. This might (??!?) have prompted some kind of flag setting error (maybe?! guessing!), as his box and sign didn't disappear, his room didn't get signposted as Heresy Press as time went on, and so on.
Linux bug / player failing to twig clues
In late game, a solitary paper boat repeatedly guides me to the homeless mage's sign and seat, but I can interact with neither. He's not there, but elsewhere, with a paper plane above his head and dialogue about Croatan station, but I can't work out what to do with this information.
As you mention the Linux build is untested, I thought I'd raise it, although it's more likely that I just need to scour the city for a missed unlocked door or ungrown tree.
The game is wonderful, by the way. Thank you.
The most recent Linux update is 32-bit, which isn't strictly compatible with most modern Linux configurations without installing a lot of i386 packages.
I foolishly left automatic updates switched on, so the 32-bit version was installed and now seems to be given precendence by the itch.io client when I try to run it. It fails, most likely for reasons of the aforementioned dependency hell.
While I can still run the 64-bit version from the command line or work out what I need to get the 32-bit version working, it would be really great if we could have a 64-bit Linux update if you get the time.
Thanks very much!
Owlbear wanders off to ./HypnOS
I'm not sure if this is a bug or a problem between keyboard and seat, but I can't get Hypnospace Outlaw to fullscreen properly - large black borders remain at all sides when I expand it. (Into a large window by double-clicking on the smaller launch window - alt+enter doesn't work to switch to true fullscreen mode in this instance.)
I've tried the in-game Display Size shortcuts and that just produces a keypress sound effect.
I'm running the 64-bit Linux version of the game on Ubuntu Mate 18.4.2 64-bit (kernel 4.15.0-46-generic) with two 1,920x1,080 displays connected via an AMD Radeon 6990, running the padoka driver. CPU is a Ryzen 5 1600 and I've got 16GB RAM.
Confirmed, manual installation of the dependency libtinyxml2-2v5_2.2.0-1.1ubuntu1_amd64.deb renders procalc_1.0.5-0ubuntu1_amd64.deb installable.
It's still the case that no installation package is offered through the itch.io client's install button, even after restarting the client - will recheck after next reboot.
Thank you. Now counting backwards from 10.
Hello! I come bearing a dependency error report!
I've not been able to install ProOffice Calculator on Ubuntu 18.04 due to an unfulfilled dependency.
The package installer reports the following problem:
Error: Dependency is not satisfiable: libtinyxml2-2v5 (>=2.2.0)
I have libtinyxml2.6.2v5 (2.6.2-4) installed, which I would assume meets the requirement for a version greater than 2.2.0
Installing the 32-bit version of the latest libtinyxml2.6.2v5 library didn't help
Thanks for asking - this is actually the subject of a pending update to the download edition, as there's a much easier alternative method!
New method
1. Set up an account at imgur.com
2. Upload your image
3. Select it and copy the Direct Link URL listed on the right. This produces something like https://i.imgur.com/kK9mjbp.png , which you can use in your game.
Old Method
WARNING: Google Drive links only work for a limited time (two weeks, I believe)
1. Upload the image file to your Google Drive
2. Right-click it in your browser and select Share
3. Set it to Public on the web (Anyone on the Internet can find and view)
4. Visit the sharing link (in this case https://drive.google.com/file/d/0B8rBdbbzY_94NlBjNEJqLVNsWlE/view?usp=sharing)
5. Right-click on the image and select Copy image address to get the direct link - in this instance that's https://lh3.googleusercontent.com/I7uYFAIdCN-rpB4JCAo_K2bwY8Y6QcwfnxZImNI6usMrJ0... <-- functional but curtailed by editor
N.B. This direct link will stop working after two weeks so is only suitable for short-term projects.
The update should be going into the Download Edition code and comments by Wednesday. I hope this helps. Thank you for the reminder!