This should be fixed now! Thank you for the detailed bug report.
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I've been meaning to make comics for a very long time, and somehow it took a HyperCard game jam to actually publish a thing that resembles a comic. HyperCard as an art program is really quite nice for these storyboard-esque scenes - just rough enough that it feels 'okay' to create artwork that isn't precisely polished.
However, the programming aspect of HyperCard was painful enough that I'm not sure I'd want to revisit that bit. Maybe one of these days I'll end up making my own HyperCard-esque paint program...
I typically write overly long stories, so it was quite a challenge to get the plot down to something that would reasonably fit in HyperCard. I'm glad you enjoyed it, and thanks for playing!
Thanks for playing! I was pretty worried about the alternating repair section in the middle, since it was the most branching / coding I had to do for this project, but I'm glad it seemed to work out!
Hi there, nice little adventure game. It worked fairly well given the low resolution, and you had a good sense of atmosphere, especially with the sounds.
I had trouble figuring out where to go, though; I got the to the mushroom fairly simply, and got stuck for the next few minutes wandering around the first screen. It took me an embarrassingly long time to realize that there was a second screen behind the tree grove, and I'm wondering if there could've been some visual cue that that area was of interest?
Nice work. I wasn't very good at the game.
Graphics and sounds worked well together, and gameplay was intuitive and simple. The graphics themselves were not quite as intuitive; it was difficult to tell how many bees you had with you, whether the bees were on your person or protecting the flowers, and aside from the arrows, whether the foxes were attacking the flowers or getting stung by bees. This might be because the bees are 1 pixel large, but maybe some visual distinction might be helpful?
Pretty and nice little game, though it was very challenging for me - I don't think I ever got past the first few obstacles. I like plot driven games, although with how difficult the game was, having the beginning cutscene play every time made it seem a bit tedious. I don't know if there are additional scenes (or if I was just not good enough at the game to get to them), and I think I would like to see a running game with a more full-fledged plot like this, though the difficulty might get in the way of that.
The graphics of the game were pretty good, and especially the character was very readable and had nice animations despite how small it was. I wasn't in a place where I had audio though, so I don't have any comments on that.
I've gotten some feedback expressing difficulty with collecting the last few stars - and I agree with them entirely. This game is about exploring the environment and hunting down the stars to light up, but I don't want it to be incredibly tedious to reach the ending, either. In light of that, I will be uploading an updated build later on to relax the requirements for seeing the ending (though people who want to collect all of the stars will still be able to).
In the spirit of the game jam, though, I won't edit the game until after the judging period is over (unless that kind of thing is accepted in this jam).
Thank you for all the feedback thus far.
Hi there, nice game. I got to about maze 3 before I got lost and game over'd. (I do not have good directional memory.)
Graphics are very nice, and controls are slightly clunky, as has been stated. I don't know if you're intending to continue work on this game, but if you are, some issues I noticed:
- The UI jitters a lot with motion. I don't know if it was intentional, but it was a little distracting
- When I pressed 'R' at the game over screen, the music started again, but the track never stopped, so there were two versions of the song playing out of sync with each other.
I've been quietly working on a game for the past week, which has quickly turned into a monster:
It was supposed to be a small strategy game, which in hindsight was probably not possible. It's playable, though, so I can most likely get a demo of sorts by tomorrow. (and then finally get back to working on my thesis...)
This might sound a bit strange, but my self-imposed challenge was to make a plot-driven game in less than 100 words, to go along with the spirit of a low-res game. I'm normally a very verbose writer, to the point that I've made bullet hells in the past with >1000 word plots, so I wanted to make something where every word counted.
(In the end, I think there was just a tad over 100 words in the game's script, though in my defense, a few of them are for instructions.)
I believe that shuffling games in jams is an existing feature, though it's up to the jam organizers to actually set the feature and have the entries page shuffle. I've seen other jams that do shuffle the entries.
Has anyone contacted the jam organizers about this?
...so against all reason I decided to enter this jam incredibly last minute, and made something short and simple over the last few days. I'd actually heard about the jam itself a few days after it started, and it just kept sticking in my brain until I felt like I had to do something for it.
You can find it here: https://itch.io/jam/lowrezjam2016/rate/62192
And some screenshots. It felt good to do some pixel art again after several months (years???) of not pixeling, as well.