Ok by sideloading using the Playdate website it runs. Must have been some error during download or copying then, sorry.
Alghost
Creator of
Recent community posts
Hi :) Unfortunately the game crashes for me on the newest PlayDate OS (2.0.3) during the initial game title animation.
It shows the error message below when I select “more detail”.
It seems there might be a typo in the font name (“Roobert10Bold”) or the font is no longer available on newer versions of the Playdate OS?
Alert.lua:128: attempt to index a nil value (field 'Roobert10Bold')
Alert.lua:128: in upvalue 'prerenderMessage'
Alert.lua:244: in field 'prep'
Intro.lua:330: in field 'render'
scenes/Stars.lua:90: in method 'update'
libraries/noble/Noble.lua:348: in function <libraries/noble/Noble.lua:340>
Thanks for the in-depth feedback! I’ll add a mouse sensitivity slider to the settings. Currently it probably depends on your mouse DPI, and mine is set quite high.
The item pickup issue has been addressed already and will be fixed in the next patch as well.
We’ll look into your comments on the combat, although that will probably take a bit longer to adjust.
Cool concept for the game! I liked how the town NPCs reacted to having your sword drawn and hitting them as well. I think the overworld would benefit from having more to do like collecting items, fighting smaller enemies, searching for treasure. Also the combat system was a bit clunky, I found it hard to dodge enemy attacks once I found a dungeon, and there isn’t much hit feedback to let you know that you’ve actually dealt damage to a ghoul.
Still promising, keep at it!
Interesting game! I like the aesthetics of the robots. I think it could be improved by adding camera controls so you can properly see where robots are looking. Also maybe having a way to run away, hide or fight when a robot spots you so it’s not an instant game over. Maybe you could give the robots a spot light attached to their head as well so the cone of vision is a bit more clear?
Thanks for the feedback! I think you were hitting the obstacles, you can jump over those with B or left arrow.
Also you don’t have to constantly crank, every rotation you complete with the crank increases/ decreases your speed depending on the direction. If you hit an obstacle your speed is decreased, so I think that’s why you had to ‘constantly crank’. I think we can explain these better and make the tutorial mandatory on the first run, which could alleviate some of these issues.
Also, we’re planning to make switching between lanes easier in the next update and allow you to adjust the length of your arm, so that hitting obstacles wouldn’t be as common anymore.
Thanks for the input! Some of these are addressed in the tutorial, but we’ll put them on the game page as well and make the tutorial more thorough post-jam.
UFOs make you invulnerable (might not work in the jam version), give you points for each full crank you complete while they are active and give you more speed for each crank.
Hurdles slow you down and deduct points. You can jump over them by pressing left arrow or B.
Nice game, well done! The mechanics were quite confusing at first, but doing the tutorial definitely helped ^^
Sometimes objects like the soup got stuck in unusual locations (on the counter when trying to serve it in this case). Also there could be more feedback that the tomatoes need to be chopped before putting them in the soup.
Very cute game! I didn't manage to figure out how to submit the created potions... I mixed all of them and put them on the tables but the counter didn't go down. Putting them in the recycling bin didn't do it neither ^^ Maybe add some arrows when you're holding a correct potion so the player knows where to put it.
Also I think it would help the graphics a lot to enable anti-aliasing and maybe some shading (either baked, runtime or SSAO, but that only works on better graphics cards). Also some height fog could be nice :)
Very cool game, nice job! I think the game would benefit a lot from increasing the height of the respawn plane with successfully reached checkpoints. Otherwise you always end up hitting scene geometry on the way down and have to manually jump off to get back to where you were before.
One time I even hit a checkpoint right at the start when that happened, so basically all of my progress was reset.
Also I climbed the vine at the start and kept pressing W, the game applied a constant force pushing me upwards so I was able to skip a decent chunk of the starting area. Maybe add an area around the vine, once you exit that you stop the character moving upwards...
Really nice concept, also well executed. Would have been cool to have a highscore system so you can try to beat your best score. Also maybe some feedback about how the weight is distributed and which way the tree is leaning could be good, that way you know if your tree is imbalanced before it falls over and can build accordingly.







