Merci, mec!!! :)
6toad games co.
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Thank you!! I'm glad you like it. Let me know how it plays. :)
Part of the design was to have unique "seeds" for dungeons rather than making it part of the gameplay. With an arbitrary set of rolls, the player must find a safe route to the end, ie. an optimal combination of moves with the rolls they have.
Asking someone for numbers was my favorite way of getting the 'rolls,' but you can also use actual dice to generate them or other methods, such as the one you describe. :)
I did want to make a blank set with rules for making dungeons and characters. Haven't gotten around to it yet.
Thanks! Glad you liked it! :)
In coming weeks, I'm going to add underwater volcanoes, floating mines, kelp and schools of fish. :)
I'd also like to improve the terrain generation to have more interesting and more diverse geological formations...
For the fish, I'm planning on trying out this guy's procedural approach:
I love the atmosphere, the quirky looking ships, the pixel art, the simple but engaging interaction with the ships (rather than cycling them with a button, having to destroy them) and how different the ships all feel. Well done!
- Move : awsd or arrow keys
- Dive : shift (up) and ctrl (down)
- Pan Camera : right click + drag
- Zoom Camera : mouse scroll
- Switch camera view : c
- Toggle Landform Visualization: v
- Toggle Surface Scanner : b
- Toggle Mini Map : m
- Load new map : space
Haha! Me too. I think the alarm is quite... alarming! ;)
Happy you enjoyed it.
That's a good idea. We will be making a few adjustments in the days to come. Stay-tuned for a post-jam version.
Hey, thanks so much, for the kind words and for your feedback.
For the movement, you can tell you are moving either by the change in scenery when climbing or diving (blue buttons), and with the cable you are extending when moving forward (red button). There are also metrics at the bottom of the screen that gives you depth and speed.
I wonder, would you say that the scan lines from the CRT shader contribute to the feeling that you are moving automatically? Also, how clear was it to you that the view is top-down, rather than a sideway view?
Hey, so Tried it out.
It does run, but it doesn't run correctly.
I sometimes get visuals, but very briefly and then it freezes. The game seems to be working in the back, though, since the sound works fine: The music immediately changes (but not the image) when I press space after running the game. And if I go in a straight line at the beginning of the game, nothing happens visually, but I do get a sound queue telling me I hit some obstacle or transition (or died, not sure).
Let me know if you ever find a solution, or if I can be of any help.
FYI: I'm using Pop!_OS (Ubuntu) and OpenJDK Java 11.
I'm curious, what engine did you use to build the game?
Grinding skeletons is a very satisfying activity! Well done. :)
The controls work immediately (the mini-tutorial works nicely). The atmosphere is simple and effective with a nice color scheme. And the game mechanics is quite fun.
With some more content, a few well though puzzle-levels and some polish (music and sound effects in particular would go a long way), it would make a great puzzle-rogue-like.
I'm sorry to hear that! What plateform are you using? Mac+html has known issues. Try downloading mac game (if you are on a mac), rather than using the browser. Let me konw, I'll do what I can to fix the issue.
Thanks, glad you like it.
I'm thinking of dialling down the difficulty a notch.. But the arbitrary nature of the cube and it's unforgivingness is also part of the message. :)
Let me know if you get to one of the endings. :)
Hey, thanks so much for developing such an awesome tool!!!!
Quick question: I somehow seem to have interrupted the importation process on an bitmap image folder.
Seeing as how it takes some time to import, I was wondering if their is some way to resume the process. Or do i have to start over?
I can't believe I just got scammed into cleaning someone's appartement!
No, seriously, great going! The atmosphere, the art, and the story-telling were top notch!
The color scheme works really well with the goofy day-of-the-tentacule-like art, and i like your interpretation of the (painfull) future. That future we so eagerly ignore... until we are there, cleaning up after our past self. :)
It works well.. visually you get a lot of diversity and you never feel like you've seen that visitor before; and in terms of gameplay their is just enough similarity to make you doubt your decision. :)