Super fun! Would've loved gamepad support, but I guess I could've installed a program that takes care of that.
David T. Marchand
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It's true that "adventure" is a finicky term. Adventure games are things like Monkey Island, which have very little action-centered gameplay but are just called that historically because of Colossal Cave Adventure (1976). I'm just used to "adventure" in games meaning puzzles, inventory, a story, slow-paced contemplative gameplay, and sometimes no literal adventure at all. That's why Zeldas are generally specifically called action-adventures. But yeah, interactive fiction almost exclusively means text games, so "adventure" is a much better fit here.
Congratulations on the engine! I hear your about the asset creation. I work in Construct, which has its own graphic creation interface, and I struggle so much when I try to prototype in any engine that requires me to open a separate tool. Incidentally, I'm currently creating my own "engine" (really more like a template haha) for making very simple adventure games in Construct.
A separate button for the puzzle would've definitely ironed out the kinks in my experience specifically: I know I would've pressed the 4 relevant cells, hit the button, get the validation, and just assume the solution was pressing all the possible combinations of the symbols from the bottle. Then again, it would add a little more friction to the interaction, which not everyone prefers, so it's hard to tell. I do love it when apps on my phone validate a verification code just as I enter the last digit without asking me to hit enter (and extra points if they just recognize the code from the system clipboard).
I feel weird saying that this instantly became one of my favorite games of all time, but what can I say? I'm a sucker for <5min games, and this one's just so gorgeous and simple. It really does feel like you included everything needed to tell a quaint little story and absolutely nothing more, which I love.
It does feel a little weird that you put it under Interactive Fiction, when Adventure fits the bill much better. Granted, it's a very simple one. Can I ask what engine it's made in?
↓ SPOILERS BELOW
About the puzzle: your hint shows A2-C3 to be a solution, and I guess A3-C2 would be another one, but I solved it by doing A2-A3-C2, in that order, which took me by surprise! In retrospect, it feels like the solution should require an absolute maximum of 2 buttons.
On the other hand, it didn't really bother me, I just went "well I guess it worked somehow" and kept going. I guess I wanted to tinker with it a little more, and it ended up being a lot easier than I expected, like it solved itself almost, but other people complained that it was too hard so I can't really say a harder version would be better haha making games is tricky.
This is full of amazing ideas! I do feel it's a little unintelligible at the moment, and that more testing could make it actually GREAT.
Even Outer Wilds had to make clues super straightforward for testers to pick up on the relevant information. I feel we as players are often left feeling that game was much more cryptic than it actually is.
I have to admit, the actual solution took me like 20 minutes to execute after I gave up and grabbed the guide (but I was too engaged not to see the ending!). I kept messing it up and wondering how on Earth I'd have done it without step by step instructions.
It's true that I could've experimented more. Now that I know how to use the elevator, I definitely feel "why didn't I try that?" But most other things (shadow/light, glitch) were more on the side of "I wouldn't have noticed that in a million years".
Just spit-balling here but maybe limiting the amount of simultaneous tabs would help. It feels too overwhelming to be allowed to open as many as I want when I have no clue how many I need to test how they interact with each other. Of course you can't prevent new tabs, but I'm sure there's a way to comunicate a limit.
¡Buenas! Empecé a usar el tutorial de "game stub" con esta versión beta3. ¿Es posible que no esté funcionando la función _on_item_used()?
Modifiqué popochiu_clickable.gd para que mi player diga "item" o "else" dependiendo de si estoy usando un objeto del inventario o no, y nunca dice "item".
Si intento usar un ítem del inventario sobre un NPC, por ejemplo, player dice "else" y se ejecuta el diálogo normal del NPC, como si lo hubiera cliqueado directamente sin ningún ítem del inventario.
Sé que no es suficiente información para reportar un bug, pero más bien estoy preguntando si estoy cometiendo un error de concepto muy básico que sea fácil de corregir entendiendo mejor los tutoriales.
¡Hermoso! Me encantó jugarlo en colombiano, aunque se me escaparan algunos términos.
Es cierto que hay varias cosas que desaparecen después de la primera partida y hay que cerrar el juego para que vuelvan a aparecer (como el pez), y no tengo la más pálida idea de cómo desbloquear el final de Los tortolitos, pero con los 3 finales que conseguí la pasé excelente.
Jaja muy divertido, pero metan alguna guía en algún lado que no tengo idea de cómo terminarlo. Tengo una mandioca aluminada que no sé dónde meterme y un personaje que se rehúsa a lavar un auto a pesar de que ya sé dónde están los elementos necesarios y Perón ya me dijo que puedo hacerlo para invocar la lluvia a lo Day of the Tentacle y un músico de tres cabezas me pidió que hiciera llover.