Yeah… I definitely should have simplified things for the 20s :/
I think this would be a really good one for the 20 million seconds one though :D
Mustache’s are the best :D
Hmhmh, my original plan was to have the player ‘traveling’ to ‘escape’. For the 20s I just have it timing out. It is still technically navigating, there just isn’t any world elements to see.
If I get to working on it a bit more after the 20s jam, i think the victory condition should be at the bottom, maybe some kind of interaction too
Thanks for checking out the game and the kind words!
Just to give some criticism, it took a bit to me to see that you have to enter the actual gameplay by pressing E
Yup! We’ve got an update in the works that has any click / button on the boat scene to pull up the phone! Soooon!
[Update] 0.1.3!
Had the same question. Looks like dev has been busy7 and not able to get to it lately.
Last update from the discord announcements: CodeManu — 2/12/25, 1:28 AM 📣 @everyone Hello there!
Sorry once again for the lack of updates, life is still as chaotic as ever, (we even had to delay to Q2 the game project I’m working on) but despite all, development continues.
Honestly not much of what I all wanted to do / had in mind, made it in time for the jam.
To interact with the quest giver / villagers (the exclamation points) you have to face them and sit down (pressing down).
Hmm! There is another comment on the running feeling sticky, Ill have to poke at that a bit more. It is just a vanilla sprite animation dropped in so I don’t know what any of that would be.
Hmm, not sure what you mean by the galloping effect. The animation itself? The jump does give a bit of a boost in movement (I was going for a bit of a ‘pounce’), and when landing it does do a minor slow. So maybe that is what you are seeing?
The movement speed is kinda arbitrary at the moment. I was hoping for more interesting interactions where you could get speed upgrades or buffs.
And yeah, its currently set to where unless you are facing the villager and them facing you, the quest accept won’t trigger. I think it would be a lot better to just have the villager turn to face you.
I do think boinks and moving bricks would be interesting! I originally added the blocks as different ways to ‘corner’ the vermin. So there would be some strategic map ‘managing’. but it was kinda awkward. Maybe a crate delivery quest? :D
Yup, this is more of a partially complete big game, than something that makes sense for a game jam game xD
The resting was originally gonna be more of a day/night cycle reset (quick go to bed at night) rather than just an energy recharge.
Also want to have it, where if you are friends with any villager you get different bonuses by sleeping in their “house” or in a dog bed near them
Full Screen button added!
I think a dive into the water would be fun. My main worry was it happening off screen, but maybe I could have it wait until the player was close.
then returned to the quest-giver who appeared indifferent toward my accomplishment :/
Yeah… quest system kinda sucks. I wanted to have a history/friendship meter. In particular, when you are gud boi, they throw you a bone or a treat (the assets are loaded, just didn’t get there xD).
a little buggy
Curious about what kinds of things you saw here! (I do have some ‘boundaries’, things you jump over… but they suck). Time to squash some bugs :D
i understood stamina but didnt understand how i lost health?
The idea was to have food as something to gain health, but it starts out at 50%… and that mechanic didn’t make it in time. I wana have bandits that come to the village with actual combat mechanics too… (Have combat actions/animations, but again im bad at scope xD)
Thank you for trying it out and the feedback!
So the mouse wheel is what lets you ‘rotate’ between the spells (fire, water, lightning). But I will admit its a bit clunky and the icons were very much a last minute trying to find something (water and fire are… not great).
Maybe just literally having a button in the middle of the screen would be good (or a click triangle overlay?)
The spell charge effects used to also include what time of spell (from the tower top left) but the package was so big and out of budget on files. More optimization needed so I can properly visually indicate whats going on :/
Thanks for trying and appreciate the feedback!
Yeah any keypress should generally skip the typing or other animations, but there is a few bugs with it. The entire scene can be skipped with escape, but that doesn’t help with getting things a bit faster :)
+1 to the visual clarity of some of the platforms. There are a few branches that feel like background pieces, but can be jumped on, and few others that don’t that can’t.