Lo siento mucho por todo lo que les está sucediendo, espero les pueda llegar la ayuda que necesitan
CalixJumio
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Ah!, thanks for asking :D, bell items “heal”, the bell skull removed curse, the bell heart heals all hp, not sure if there’s a heal energy but the game allows it it was one of the last tweaks I did into the game, and it’s meant to be used mid battle! (Bc you can do that and I didn’t want to add code to remove a fun feature)
Yeah I might have reintroduced that insta lose you mentioned gonna be checking it out. The crane right now has the ability to extra move up to 4 blocks upwards, but I wonder if it should be infinite (I didnt to the sides because it was kinda hard), ive heard similar stuff to the shovel it moves -2, -1, 1 or 2 but I wonder if I have to do something else, i like the randomness a bit
Will do that next week!, overall you have to trade with the spider what they need in order to unlock maps and villagers. The first one you get is a worm in charge of the town so giving them stuff you gain benefits like more energy (green), more trades with them and others (blue) or less losing items (pink)
Hey!, first of all this is amazing! thanks for sharing it.
I’m not sure if it’s because this is a mac but I can’t get to make the codes work, like if I type MINUS it writes the word on Dicier text font, but it doesn’t create the icon, is it because Mac or is there a work around? I’ve tried to find if I can paste the exact glyph with no much luck, if I copy it from the pdf for example 3_7 it shows as the two dice separated by a small “_”
Yeah I need to add some proper information sheet, on level selection there's a "?" to the right, or when playing it also shows but it prob doesn't help that much either. The idea i'm testing here is to have other ways of RNG that don't require hit or miss. Long story short each character has an attack dice, when they roll the result is what they hit:
Boot: You remove a boot from the enemy, if the enemy doesn't have a boot this counts as a shield
Shield: You remove a shield; if no shields counts as a Hit 1
Hit 1 to 3: Deals 1, 2 or 3 damage
Spiral: This is the only miss, but when this happens this unit becomes charged, and its next roll will boost the dice (Miss becomes boot, boot to shield, shield to hit 1, hit 1 to 2 and 2 to 3)
That's the gist of it, instead of having a Hit% as it happens on rpgs, the idea is to have different things that would give you value anyways to make you actually adapt on that. The problem is: Having too much counters to track makes it a lil more complicated, and having so many results on a throw also explodes the calculations, and for number 3, it needs to have a decent AI otherwise the enemy movement is so unpredictable that makes everything also very random.
I've meant to put some of this thoughts on a description but keep forgetting and also, its tiring to organize my thoughts lol, anyways thanks for checking it out!
Feel free to post new questions in here and I'll do the best on my ability to answer. As a small set of proposals I recommend the community space for the following:
- Post any questions in this thread and I'll be adding them to this post or maybe do another one for FAQs
- You can post new topics (if you can't let me know) advertising your asset don't worry about that!
- Theme will be written on the description of the jam as well as in some place in this forum
If you have more questions or feedback I would love to hear that!