Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Eric Drechsel

54
Posts
5
Topics
1
Followers
218
Following
A member registered Sep 20, 2016

Recent community posts

it feels great to play. i think making it easy to get OP and then balancing until it's hard enough is a good approach to crafting a game around a "runs and upgrades" mechanic, so you're in a good place.

hover to fire is nice. a later upgrade that works with just the direction of the cursor from the center, and lets it be any distance might be a nice QOL addition (although maybe only on/outside the circle, to prevent players from rapidly circling around the origin hmm).

Thanks for making and sharing this!

I played this with my gf and it was a joy. Love the scene discovery mechanic and the way you can linearize the story by character etc. Also the pixel art scenes were a great way to add some visual uniqueness to each scene (Trogdor!) and writing was great too. Thanks!

there's an upgrade for that

hmm, dialog text spills off the bottom of the screen, so not everything can be read. A similar issue affects your other game, The Fall and Rise of Sadcock-upon-Avon


Web, chromium linux, 3200x1800 display. I'll try it on a more standard display size.

thanks for making an amusing, nostalgic distraction for us all. what does handling do?

this is a nice list of the hidden rules, so thanks for that, but I agree with the other poster that it should be behind a spoiler tag.  It's a puzzle game, so many people who want to figure it out for themselves will end up reading some of your comment and feel robbed of the chance.

i've been stuck on this for a bit now.  I just can't see how to access the upper section of the map.

you can bring any spells you like from the last run

Possible error: If I understood the clue correctly in the scene with the 4 towers, the 4th and 5th images seem to be swapped.

ps your games are absolutely lovely. thank you for allowing us all to play your work!

mini chicken horse! the tetris mechanic makes for a "play against your own mistakes" experience. I'd love to see this expanded. User levels?

how is the direction of astral projection calculated? is it random? i want to believe it's in the direction of the cursor but it doesn't seem to be. overall, it's pretty impossible, unless you get really lucky draws. fun though, and quite polished for a jam game.

Dungeon Meshi!

Well done selecting a scope that you could polish in a week. Some intriguing mechanics which could be layered on for a larger game. Lovely vector art. Thanks for making and sharing art! :)

(1 edit)
This is very good. Thanks for the experience!

that's roguelikes my friend, strategy and RNG. jump back in for another run!

thanks for the puzzle! 167

@jacklance, your itch creator page only shows one entry. I found your other stuff by manually typing https://itch.io/profile/jacklance 

Wow, this puzzle took me days, attempting, hitting surprising dead ends, unwrapping, resetting, etc. It wasn't so much difficult, as foreign from my comfortable genres (sokoban-likes etc). I had to learn new ways of seeing state and develop a novel set of strategies for pursuing and tracking intermediate progress. 

Once I understood the visual language, the solution came fairly easily, and left me wanting more in the same genre. Has anyone played with creating variants?

Pretty good for 72 hours :)

A couple of issues I saw:

- There's something glitchy with the initiative calculation, which I noticed when I had the diamond undies. It jumps around.

- At some point, I found an obstacle had blocked my return path, which was a soft lock. So the obstacles can appear after dungeon generation, it seems. It was when returning from a very long sequence of rooms.

I enjoyed it!

I think sad plants should be marked, rather than just showing when they change (state vs events)

Just finished playing through 100%, ~800 deaths and 400 minutes :D

I love a good ultra-hard puzzle-platformer with instant respawn.  You are a true master of the genre Siltocyn. 


I'm curious what your direct influences were. SMW Kaizo ROMhacks at all?

Janky yet satisfying, in the manner of Lost Vikings or Zelda BotW puzzle mechanics. Bangin' soundtrack.

(1 edit)

Interesting prototype. Is it currently possible to progress past the crow?


edit: I hadn't gotten the build action to work before, now I see.

You might also look into installing wine. It seems scary but once installed most windows games on itch should run perfectly (depending on your hardware/osx version). I use wine-crossover installed via brew from Gcenx's cask, see https://github.com/Gcenx/wine-on-mac#macos-catalina-and-later

I like the nested / linked levels. Not enough puzzle games with an open world design. maybe the completed puzzle room doors could be marked? 

I'll keep checking back and see how it's shaping up.

Great blend of light puzzling and platforming. Controlling the character is a pleasure, with satisfying controls, and polished movement mechanics such as the character lowering the crate when jumping to avoid ceiling bumps.

I really like the way you lay out the course each time by throwing blocks, leading to slight differences in the timings and distances each run.

(1 edit)

I was wondering if the issue might have to do with itch's iframe embedding method, so I tested with the copy you posted to ifarchive and sure enough, scrolling works fine there. 

(3 edits)

I notice that on tall screens, the text spills off the bottom and isn't scrollable, at least with Chromium. I zoom out, but on some of the longer screens it's pretty hard to read. I think I've seen that on other Twine games. If there were a way to enable scrolling that would be helpful.

Edit:

I finally got to a screen that was too small to read zoomed out (steve escape), and resorted to devtools. 

html body #story { height: 100%; }
#story { overflow-y: scroll; } 

Only this doesn't include the "Continue" link that appears on some screens. For that I had to zoom out.

I'm playing Chuk and the Arena after having stumbled on 4x4 Archipelago a few days ago. So good!

Agat, thank you for sharing your talent for narrative, and for the careful polish you put into all the odd little corners of your games. ❤️

it also soft locks for me stepping on the exit tile in the last level (web version, mac chrome). is it supposed to roll an ending? 

I'm able to leave Thicketon in the Mac build of 3.1. The reroll indicator seems to still be layed out relative to the window dimensions rather than the viewport (screenshot , ^1) but that doesn't affect playability.

PS, I see that you uploaded a new build of Perilous Night too. I didn't mention it before, but Night also seemed to be affected by a similar issue, and it seems to be fixed by your latest build. Thanks!

^1:  The out-of-viewport fill pattern is the same in all PowerQuest games, and I've decided to assume it's a feature :D @PowerHoof

I tried the two Win builds on the same mac laptop using crossover-wine, and have more details:

- The regular windows build under wine behaves identically to the mac build (glitched reroll indicator, Thicketon exit hotspot is offscreen). This would make me think it's an issue with my particular display resolution, except I tried with various output resolutions and it's the same (both builds).

- The 1600x900 win build runs in a window under wine. If I set my display resolution to 1680x1050, I can fit the whole window and play without any issues.

Hey, just a heads up that the Mac build is i386, and Apple dropped support for 32 bit executables in Catalina. All the other titles I've tried are good.

> ./MacOS/Alluvium 

zsh: bad CPU type in executable: ./MacOS/Alluvium

[127] > file ./MacOS/Alluvium 

./MacOS/Alluvium: Mach-O executable i386

PS: I've been so enjoying playing all the PowerQuest titles on itch, and looking forward to Drifter! Thanks so much for putting such quality work out. ❤️

It seems like the interaction with Roberta is broken in the current build. When you give her the cleaning item, she says she's giving you a philosophy book but it doesn't show up in the inventory.

gonna play your perilous games on a windows box this eve tho :D

i didn't mention it, but the ui seems a somewhat busted on the mac build, compared with screenshots. The elements in the bottom right indicating when you have a reroll etc are glitched, maybe also due to layout issue 

Just finished. Another delightful puzzlescript journey. As I saw the last puzzle coming together, I felt some empathic anticipation for my pachyderm friend finally getting to touch skin to the cool stone floor of its home 🐘🛌

I think the big undo stacks are just the nature of the PuzzleScript medium, like the turning of the pages of a book. Once you've played enough PS games to be "native" they will feel natural. In their simplicity they afford some convenience for the player: hold the button to rapidly unwind the stack; reset from an interesting position to explore some alternative, then unwind through the reset to return to that state; even do so multiple times to maintain a stack of interesting alternative states. Rather like dog-earring pages in a book.

I can't seem to leave Thicketon (OSX build). Clicked all along the left side of the screen.

The program somehow doesn't have the executable bit set. I think later OSX versions do this to unsigned apps but not sure.

`chmod +x ~/Downloads/Build.app/Contents/MacOS/PerilousWilde`

Then you can right-click -> Open to bypass the other "this app can't be opened" wall.