Hard tellin...those are the only two I've gotten. I did notice that the pilot can still be dead after saving the jacker if you don't ask him about the computer, so I tried a few different random combos of things to talk about but did not find other endings. By no means did I try everything, so maybe I'm just missing it. Also, one thing does change based on earlier killings: If you let the xenophobe declare war on cthulhu, the description of the invasion will be different depending on whether you killed the farmer and the jacker
altruismhelps
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Exactly what I was layin down, I think you get me. For context as to the sort of gamer I am, as much fun as doom and goldeneye/perfect dark and other iterations of shootuminnahead were, for a first-person experience I really prefer things like the modern end of the fallout series, portal, metroid prime, or superliminal where mechanical skill in rapidly aiming well isn't exactly the point. I also played the hell out of warcraft/starcraft back in the day, but lately I've been 1000x more stoked on this game called Timberborn which is basically a top-down real time strategy game, except there are no enemies to fight and the entire goal is just keeping your beavers fed and healthy and happy when the river stops running each dry season. Oh, and it you've never played the Stanley Parable, words cannot describe the delightful absurdity of that experience, had me in stitches for like a week. I really liked the older resident evil games where the hard part was managing resources/inventory space and remembering that thing you saw a while ago that might solve this puzzle, but when I tried out Village, I was super disappointed to find that it was more or less a linear series of keys to open the next door with an obnoxious unkillable monster following you around for half the game.
That last example is probably most what I was thinking of when I said grey areas. Clearly I'm the minority, but I think it's a crying shame how much gravitational attraction the poop your pants horror genre has...cry me a river I know but it would be nice if we could let just a few more of the silly little exploration/puzzley-type games actually be less stressful than regular life, instead of more. I can't tell you how many times I've been browsing itch, seen something that looks like it might have some depth, and then discover that it's just a series of jumpscares with a key or a switch here and there, or maybe a 'cutscene' where you die if you weren't super ready to push a button. I know that last mechanic was used a bit in those old RE games I said I liked, but they made it just forgiving enough that it wasn't too much of a headache. From my perspective, sure a spooky game can be good, but it has to actually have rich and strategic gameplay. If a game is basically just walking around looking at stuff, well I like doing that a lot better when nothing goes out of its way to startle me. If spooky/suspenseful elements are at play, I want being surprised to actually mean I wasn't paying enough attention. When the game is actively trying to startle you, I think that's just mean. I understand why it happens, after all gameplay is hard but loud noises suddenly blasting into your headphones is easy, and people seem to actually like that for some reason, but man! Wah, wah, wah, little baby doesn't like loud noises. So I guess I'm not trying to say this game is exactly 'good' in its present state, but simply that if it was this trite but also startling, I would find it much much worse.
I had to relaunch a couple times before it ever gave me sound, but otherwise it worked pretty well. I really like the idea, hope you're still working on it! I'd like to suggest if you are still working on it that you refine the item inspection a little bit:
*consider changing the text from 'pick up' to 'inspect', to distinguish from where you use 'pick up' to mean add to inventory
*since we can't walk or look while inspecting objects, consider making the mouse rotate the object by default rather than requiring the player to hold shift. Seeing the object move when you wiggle the mouse will make it much more clear that we are in 'inspect mode' and that we should not expect to be able to move or look around until we exit this state
*since objects are inspected a fixed distance away, and we must stand near them, and objects are usually on something, consider setting the object being inspected to arbitrarily draw in front of everything. As is, it's too easy to visually lose the thing you're inspecting inside the table it was on, meaning you need to close inspection, reposition, and try again
Only played until the first startling noise, not my kind of thing. I really like the animation style though. I'm always torn on whether to try games like this, because I really love puzzle adventures, and horror games are generally spooky-themed puzzle adventures...I really don't like being startled though, and not a big fan of limited visibility as a gameplay element either. Looks & handles great though, and there's plenty of people out there that love jacks-in-the-box, good job, just wish I liked it.
Dude, I think you just mistook a spooky nostalgia experience for an actual horror game. I mean you're right, it was rather easy, but clearly they intend to have difficulty settings and haven't fleshed that out yet. I for one enjoyed this greatly, expressly because no dumb shit jumped in my face and avoiding peach didn't get in the way of enjoying walking around in the castle again, but in first person.
Super fun! I really appreciated having light sneaky spooky vibes without any dumb shit jumping in my face. And of course, just being in the castle and hearing those menu select noises was fabulous (I'm 40, so this is on the nose for me. I was just old enough to be amazed at the incredible new technology of the N64 when this came out) Looking forward to the next area, keep at it!
Oh sweet! Yeah, middle click starts the game. You might want to just note that in the description on the game page, it's super not obvious at all that that mouse icon represents a middle click. I've been messing about with it for about an hour or so now, and I like it so far! For my personal taste it's a little too heavy on the 'find shape, walk to other shape' mechanic but the game mostly works and the controls feel pretty nice, Though it would be nice if the aim point for degen was a little above the player character's head instead of directly behind it, and maybe a little longer of a pickup range. I do have some bugs to note as well:
*In the first 'real' puzzle room, right turn from the atrium, you can take the elevator down while the water is up and walk around under water that isn't drawn with a bridge floating up in the air.
*When I discovered the room with the block tower, I don't remember exactly why, but I already had a circle from the previous room. It went onto the tower like it seems it's supposed to and the blue circle lit up on the tower. I continued with the room and eventually found the blue flowers with one missing. I brought a blue flower over, and a cutscene played spawning two more circles! The blue flower I was carrying was not removed, and the empty space was not filled with a flower. Out of curiosity, I carried one of the circles over to the tower and sure enough, the tower took it. The tower did not visibly change at this point, as it already had the blue circle lit.
*Still, in the room with the block tower, when I raised the water the water didn't render, but the bridge did rise and the cutscene played. The cutscene had water. I then walked across the floating bridge and stepped on the pad to lower the water, to see if it would do it again. Unfortunately, after the cutscene played it never gave me movement control back and I was softlocked (for real this time). I could move the camera and take out and put away my wand, but couldn't walk. I gave it a couple minutes to see if it would work itself out (which it did not) and was able to quit normally.
I might try a second run through at some point and see if I can finish it, but it's kind of a lot of walking around to do it twice in a row.
Yeah you did, otherwise I wouldn't have said anything. Always good to hear stuff like that early in the build, right? Plus, if I leave a comment I'm more likely to notice an update :-) I was running the webgl version on brave on windows. I didn't check the x64 one, but since you're asking I'll check it out later and let you know if it's noticeably different.
I agree with dev, there are depths and depths to this concept. Having just played the updated 29 levels, I was left feeling like I wish there were a bunch more and maybe even a few more mechanics/types of switch along the way. But even without adding anything, the combination of being able to drop hand and for the players to push each other I think has bottomless potential for brain-melting puzzles. Hard part's just designing them. But boy howdy, if you start adding simple stuff every few levels like, say, a tile which allows rotation of the player (but only if actuated by the other player?) this thing could approach nearly BaBa levels of epicness.
It took me a few minutes too. I was convinced for a moment it was broken, but it's just not immediately obvious how the game works. All you can do is walk around and pick stuff up. You pick stuff up by clicking and holding the left mouse button, which will cause that thing you thought was going to eat you to slowly float over there and bring it back to you. As such, you can pick things up from afar. The E doors are fake, only the door at the end of the level is real and it requires no button press.
Had a lot of fun on the first few levels, but the level where you're surrounded by three reds and a yellow at start requires moving to a square which is outside the window. It's just visible in fullscreen, but not clickable, and not even visible otherwise. Also I noticed that it can be a little finnicky about grid alignment, it's possible to click wrong and make the bee land in a spot on the tile where it won't go to the next one. You can fix it by moving back (if the previous square is still available) and clicking better. Maybe make the bee go to the center of the chosen tile, rather than going exactly where you click?
Classic game, love that you made the ship a shuttle :-) My two cents, I think the controls would be better as rotate +, rotate -, and burn rocket instead of the UDLR you used, especially if you're going to emphasize the space physics aspect. I think it would also make it a little spacey-er if you reduced the acceleration of the rocket a little, but increase the top speed it will achieve by a lot. Also, why does the fuel go away so fast when not firing rockets?
Probably the best thing about html games is that they run on any platform that supports a browser. Making the game window an obnoxious shape completely defeats that advantage. If it was just small I'd probably have played anyway, but I'm not scrolling up and down constantly to see the whole window. It's a shame, because I really love all sorts of puzzlers.
Two broken things: If you click on a unit with bad timing while the game's thinking about something else you can get the unit selection out of sync with itself, such that when you click on the unit it toggles between showing the unit's movement but saying nothing is selected, and showing no movement but saying 'unit' is selected. In neither state will the unit move. Also, purchasing new units is multiply broken. After purchasing the first unit, an image of the unit is frozen onto that square for all time. You can move the unit away, but an image will always remain on the tower square. Also, purchasing a unit does not seem to actually remove gold from your purse. Between those two things, it would be really hard to know whether you had clicked the button, except for the third way purchasing units is broken: Once you click that button, nothing else works except the end turn button.