Looks great! Unfortunately, I can't enter towns or any other tile?
Perhaps I am simply missing the key hehe.
Hey Fluttermind. I love how the game looks, and enjoyed the little bit that I've played yesterday.
Has the game been fully released, now? I see only one thread, from a year and a half ago, when it definitely was far from finished.
The game always takes a long time to load into new "maps" (even small ones take several seconds), but was otherwise really cool. I am very intrigued by the dialogue system (I love the "password" system in games like Ultima and Wasteland - and also Open Sorcery: Sea++), looking forward to see how it does in a modern game (as it seems to be a completely abandoned design path, completely overtaken by branching dialogue systems).
That's about it haha. Is there more to the game beyond the first area, yet? I seem lots of updates on your twitter, but the last game update seems to have been in 2020, so...
Anyway, I really love the mix of 2D and 3D (also in the top down shooter)! Will give it another shot tomorrow, but looks very promising.
Best of luck!
Fair enough about the visibility. Ah, I see - the logic is the same, in the sense of being something of a "new" tech applied to an old (or retro) problem, it's cool! Also, yeah, I noticed it mostly in the landscape, between water and land, and so on.
I did find the answer, but the reference to digging threw me off! Haha I also had the club, but didn't try to punch it since the fists had done nothing.
I'll give it another shot once I have some time. Cheers :)
Just wanted to leave this comment here haha.
It's such a small detail, but at the same time something probably impossible to do in the 90s that makes the low-res 3d art feel so much more like "real" (2D) pixel art. Love it.
Is *is* a specific purpose shader, no?
Also, about the game itself - is there a way to leave the first area? I have found the lantern, shield, and a club of some kind, but never a "digging tool" that lets me go through the only passage I see.
Anyway, cool work! Looking forward to your future stuff.
Are you using the same "engine" as in Catacombs of the Necromancer?
Because I remember that being rather buggy, controls-wise. Not just your game I mean, but basically all from the jam.
Would probably be better to use a better one for a proper game.
Great! That is also one of my favourites, for sure. It is very simple and has a great balance between chaos and order, and very controllable.
I can send you the Unity project, if you want. Though I'd also recommend trying to implement the basics yourself, since playing around with it helps develop some intuition of how it works. I'll see if I have some time to go over the code and see if the interface is usable at all.
Glad you've enjoyed some of my meanderings!
Thank you! :)
Yes, an export tile button is almost mandatory for this to be usable... I was a bit too aloof back when I made this haha.
I doubt I'll change this in the near future, but I'll take it into consideration if I ever make something similar.
This is also cool! The only problem I have with it is that the game doesn't really respond to "narrative progress". I mean, I find things out, but since nothing reacts, I am left a bit adrift. Is the win-state just about beating a dungeon?
I have one question about the controls - I have found a dude who told me I could borrow his vest. How do I actually accept, however? Or is his vest somewhere else? Same for the shotgun; I believe I have found the correct place, but I don't see the weapon or anything.
Anyway, I am enjoying this. Cheers! :)
Ok, final reply to myself (haha):
- are there unique weapons beyond the ones on the store? I think I've gone through every dungeon and nothing.
- The tower's exit seems to lead to a square surrounded by stones. Any hint as to what I'm missing?
I've since found out to press "f" to "flame torch". This is listed in the game commands, but not the manual! :(
That said, I am a bit lost. The dungeons, in first person, can be very disorienting, and there doesn't seem to be any boss or final loot to give a sense of closure? So I never know whether I've cleared them or I just missed a path somewhere (and they all look the same, so navigation is a bit hellish haha).
This is really cool!
A couple of questions:
1) how do I use torches? I have them in my inventory, but dungeons are always dark and I can't figure out how to lighten them.
2) do you know of other good games in this style? Preferably "modern" games, do avoid the worst of the aging process. (I will try your other game, Anteform, too).
Anyway, good work on this! Cheers.
Well, who are the good guys? (this is a personal peeve of mine haha most games are too cynical these days!) There's also a difference between a flawed character/faction and a flat-out contradictory one. But of course all this may come across very differently on a more fleshed out game.
I only found one Wrea-der log, the ones trapped inside the storage room. I could have replayed it, but didn't expect to find much more optional content with so little "main content". This is not a problem at all in a game jam game, though. You have a functional system in place already, I'll stay alert for where you take it in the future.
Best of luck!
Cool! I was very surprised by the lack of content given how much there is to the mechanics (though this is very understandable for a jam gam). Looking forward to where you take this. Felt like a rustier Deus Ex.
Biggest piece of criticism I have is the dialogue - especially with the Resistance. I mean, I guess I get the "gritty, everyone is an asshole" aesthetic, but it's ridiculous when the "Resistance, who fight against the oppression of the people" address you in such an authoritarian way... I mean, the cure is obviously worse than the disease.
Cool project, regardless!
This is obviously a small experiment, but a handful of important points:
(1) give visual feedback when an arrow key is pressed and on the timing of the press when hitting a note
(2) the arrows shouldn't be partly transparent, that simply makes it harder to parse; also, darkening the "track" where the arrows come down would help, too
(3) gamepad support! These games are so much better when you have a kind of mirrored control (where the dpad and XYAB do the same thing), letting you use both hands in complex patterns (obviously not important in this game, but still)
Other than that, perhaps you should try the game Sequence (Before the Echo), which is a much fuller version of this; one of my favourite rhythm games.
A bit too simple, but nice nonetheless!
Just two things to say:
(1) the arrows are a bit difficult to distinguish, especially when they appear fast. You should probably make the head more prominent/salient, or perhaps use color coding.
(2) the first two tracks are rhythmically very boring. They are just quarter notes (except for the few at the end). Too uniform. You've done much better on the third song, adding pauses and eighth notes and so on, it would be better if the first tracks had some of that too.
Good job regardless!
Also very good! (played right after Cat of Mars)
My only suggestion would be to change the controls. It's kind of weird to have the horizontal arrows behave differently than the up arrow.
I think it would be better, perhaps, to work with the shoulder buttons/triggers to select one of the three "tracks", and then just use arrows or ABXY for the notes.
Anyway, very cool little game!
This is extremely good! Great and unique visuals, fitting music and tight gameplay (only perhaps the "stomping" and "shooting" hands should have different xx coordinates since they can overlap and be difficult to parse).