Wow! Thanks! You can send it to alexander.s.shen [at] gmail.com!
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What ultimately got the thing working for me was right clicking on the executable > Show Package Contents > Contents > MacOS > Mac_Runner.
Since then double-clicking the app seems to work ok without the above workaround, but exporting doesn't work (lol). Thus the above way is also the only way when I hit "export" do the .png or .gif sprite sheets actually save. Perhaps a weird permissions thing I don't understand?
Anyway, hope this helps folks!
When I was typing it out I almost typed "Happy Tree Friends" as well. It's my homage / museum to Animal Crossing. The only other series that has that has left that kind of impression on me are the first 4 Layton games.
I really like what you did here. One of the ideas I always play around with is the idea of a digital museum one can walk through. I tried to do that with "Happy Friends Museum" and would like to revisit the idea again.
Definitely don't change the 2d6 sum rule based on my feedback. I just misread it. Personally I had a lot more fun the 2nd time through when I was using the sum. Maybe for different tables that can change, but I did enjoy it more when I played it correctly.
On a side note: more please.
Lovely lovely lovely! Really like this and would like to see more tables. Had a few questions about scoring:
- Bumpers: Is the score the sum of all the bumpers?
- Ramps: Is the score the sum of all the ramp arrows?
- Targets: You say 5 points each and 10 points for a complete set. Is it an additional 10 points for the set? For example: 3-9-11. That's 15 points individually and I get 10 on top of that for a total of 25?
- Tunnels: "Worth twice the value shown" -- does this mean if I roll a 12 (two 6's), the total for that tunnel is 24 (12 x 2) or 12 (6 x 2)?
- I totally now realize that I was choosing between scoring individual dice (1d6) and sums (2d6). Not sure if changing "total" to "sum" in the first instruction would have fixed that for me. Just a note. Could totally just be me. :P
Going to be leaving some money right after this comment and trying again at lunch.
Looks interesting! Thanks for sharing!
Some clarification questions:
1. I'm assuming one player is the seagulls and one player is the seals, yes?
2. When you shuffle each stack of 4 cards individually, they get passed to the corresponding player face down?
3. Is a line of cards a straight line or can it bend (i.e. a tic-tac-toe line vs just a sequence of 3/4 like cards connected via arrows)?
4. A "connected card" is defined as a card that is pointing to another? Example: at the end of the round, if I have a card to the left of the anchor with the corner arrows, it is not connected to the anchor because it does not have an arrow pointing to the anchor?
Submitted! You can download today! https://alexandershen.itch.io/aswg-live
Day 4? Day 5?
Have some UI polish left and some additional sound FX to put in. CPU is a little tough right now, so will have to dumb it down a little bit in terms of the mini-game. There's also a weird split-second bug that happens from the lunging animation and initiating the mini-game. Other than that, I think I'm about done!
Oh, and some option menu stuff (SFX, show WASD instead of Arrows for Player 1). Also plan on doing a small instruction booklet PDF in the size and style of old Famicom games.
I'm a big fan of professional wrestling, warts and all. Decided it would be fun to distill some of the action down to this 64 x 64 game jam.
The game play is pretty simple:
Players move left or right in the ring. If they collide, a mini-game where the players have to enter a 4-key combination appears at the top of the screen. The first wrestler to do that scores the hit. Wrestlers may also lunge to gain a free hit, but are only allowed to do 4 per match. Wrestlers may also time a counter to the lunge, but timing is difficult and missing the counter doubles the damage done to you.