"These are said to smell nice" was a really striking line to me
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Yeah I figured "open up a binary blob in a text editor and hope there are readable strings in there somewhere" proooooobably wasn't the "correct" solution to this, but since apparently no one's been able to do anything else useful with the file, I didn't want to rule it out
I don't know if you're intended to use a cache viewer or not, but it's not necessary (I didn't use one, I'm not sure there's even one for Mac). You can get what you need out of the file another way.
I really like the idea of a stealth streaking strategy game, especially the twist with the selfie levels (that was a really clever way to motivate having to visit multiple spots in a level), but most of the levels ended up feeling pretty samey to me. Like, for the most part, I just plowed ahead until someone was in my way, diddled around until they moved (because there was always a safe spot right there to do so), and then repeated until I was at the goal.
I think if I were making this game, I'd have tried adding things that you can actively manipulate or use, because you can only passively move and wait around and I think that might limit the kinds of "unique situations" you can get into. A couple of ideas off the top of my head: a way to temporarily distract NPCs by having them pause or turn in a direction they normally wouldn't, and movable cover you can push/pull to block sight lines (I think this could open up some really interesting possibilities if the moving NPCs could also push them around, but then that would add some real complexities to both level design and even just the game logic).
Cool base here for sure though!
I ended up using save states pretty liberally after reaching the screen with the ghost, immediately getting hit, and then getting sent back to the first screen in the game. Dealing with the bee, ghost, and bat all took multiple tries to figure out, and if I didn't get it right on my first try then I basically just died, so getting sent back multiple screens just felt really punitive.
Pretty cute game though, aside from the wonky collision detection sometimes (which you already know about), congrats on making the first Atari 2600 game I've ever played!
Get a load of these two extremely good dorks. I finished with 58/65, I didn't really feel like doing the backtracking after shrinking.
Was it intentional that Callie can't deflate on her own after inflating with the fish, but Ruka can? I thought it was a bug at first and actually ended up resetting to the last checkpoint once, and I was confused later when she could deflate on her own while ballooned.
Also I got thicc Ruka stuck here above the final door after a ledge grab oh no (luckily I had the door open already so I didn't have to reset)
I found the name-only requests to be quite a bit more fun than the explicit part requests, and kind of wish there was a Hardest difficulty that was just that! Though, understandably, some of the combo names are pretty hard (if not impossible) to figure out without having found them first.
Anyway I love both the idea of this and how well you pulled off the combinatoric graphics
I ended up quitting in zone 23. DPC was 200 and DPS was 66. I didn't really feel like clicking any more and it didn't seem like mathematically the DPS would ever be useful without grinding for cash for a really long time. Cute art though!
The upgrade price increases each time you upgrade something, but the 10x price is ten times the current price, so it ends up being a discount if you buy with 10x instead of buying 1x ten times. Is that intentional?
The second ally's base attack was 3 and increased by 3 with each upgrade. The third ally's was 2 and increased by 2 with each upgrade. The fourth ally's was 2 and increased by 1 with each upgrade. So there wasn't any reason to use anyone but the second, she dominated both with stats and price.
I have the bug too, it's manifested in different ways?
First it worked like this: when I equipped one ally and then another, it would completely ignore the second's DPS and just keep the first's. If I then unequipped the first ally, the DPS would drop to zero. https://www.youtube.com/watch?v=pueTHb7dQQo
And now it works like this: when I equipped one ally and then another, the second's DPS would overwrite the first's. If I then unequipped the second ally, the first's DPS would come back. https://www.youtube.com/watch?v=WpSK8_5IQc0
I'm not 100% sure what I did that made it switch, it's possible it was buying/equipping the next item but I didn't do before/after tests.
Really nice! The penalty for crashing into things being half your power initially felt WAY too punishing to me, but after playing more it led to a good balancing act of intentionally skipping stars and throttling my speed, because it's much better to go slower and not hit anything than to go faster and hit something. So maybe that was the right decision after all!
The timed menus on days 2 & 3 didn't show a timer bar for me like the one on day 1 did, was that intentional?
This was quite a bit longer than I was expecting it to be, nice work! Did you start writing or planning out the story before the jam officially started, or did you make everything in the week?
The art & sound direction in the things I make is mostly just practical, because I'm bad at the Drawing and extremely bad at the Music, so I'm really grateful to hear that I was able to sneak some expressivity through some circles bonking off each other.
Pretty much coasted through the whole thing wth a persuasion build, 90+% rolls available on every choice until the ship. Hit a missing page though, oh no!
Page name: szalk-7-ship-greltza-defeated-2
Flags: set [CHILD_RETRIEVED; DESKITE_CHILD; SHIP_TALKING]
I ate at least, like, fifty birds!
The bobbing idle animation was kind of cute and I really wish it was synced with the background music, although that would've been some work tempo & beat matching it for a silly, tiny thing.
With two bodies it is possible, but hard, to make it out of the start without getting hit: I can usually do it about 3/4 of the time if I head through one of the two gaps and try to loop around the smaller body so both bodies end up slingshotting away. But with three or more bodies, there's no chance of getting out without getting hit haha. That's something I really don't like about the game, but I didn't have time to play around with other starting configurations.
I probably could've spent a whole extra week just tweaking all of the physics!
I think there could be some interesting puzzle possibilities in having multiple record and playback points, although that might be tricky without increasing the level size to give more layout space.