Wow, impressive score, you won the perseverance cup!
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Hi, this needs to be confirmed by eggnong but I guess GameMaker is ok, as long as the code stands in the 560 chars limit so that any GM owner can just copy & paste your code and get the intended game.
I'm both glad you liked it and, erh, sorry you found it frustrating :]. I agree with you about the lack of sound, but I blocked on the "sound should be chiptune" rule, as I could not see that kind of music fit my game. Making the game in 3 days didn't help neither. About precision, yep there's an issue here I tried to arrange by defining sliders steps for each screen, but it sure can use some more tuning. But I have some ideas for the future!
Never heard of Simian Interface, but I just checked and now I want to play it!
Looks promising but I couldn't play it (so I didn't rate the game) as I'm french, and doomed with WASD games which can't be played on our azerty keyboards. I guess that malediction will go on as long as devs keep ignoring arrow keys ;)
That was absolutely refreshing! It was like a childhood afternoon in the park with some friends. I like your take on the minimalistic theme: proposing just a few tools to play with, just as kids can have fun for hours just with a stick, a ball and a cord. Great work on sound too, and well chosen colors. Oh, fwiw, I found a bug where I got stucked against the iceman cart. Relaunched the game and stayed away from that sticky cart!
Cute game! I love that kind of puzzle games. I'm amazed at the music too, you managed to make one for each level and that sure fells more polished. Reminded me some shareware games on Amiga too ;)
This game can quickly become addictive. I like the art, though imo the line work doesn't totally fit with minimalism (it should either be off or a lot bolder). Nevertheless it's quite a fun and polished game.
God that game is hard! Or more honestly, god I'm bad at this! I managed to finish some 3 colors levels then my ability to focus AND keep the mouse ahead of the snake-like form was lost. Really good idea and excellent execution tho!
Nice game! Love the punchy sounds too. At first I thought only notes sequence matters, but keeping rhythm sure increases score! I join other players suggestion about shortening repetition before difficulty progression (like you said, 2 instead of 5 should do well).
Hey, thanks Paul! You're talking about those black horizontal bars I guess? Yeah this one is tricky, so here's a hint: thare are two horizontal ways for bars, but only one makes the screen doable. It might be better placed near the end, for difficulty progression. There's another player who managed to complete it but couldn't do it at first as she got it wrong and tried to follow the yellow bars... while the bars are black on yellow! Which is indeed an easy error to make, I didn't think about that.
Thanks! I too thought about being not too strict with the solutions, so I tuned each step (the sliders increment) so that the differences would be noticeable. Maybe it's still too strict, and that might call for difficulty settings for a post jam!
Thank you! I think the game would be too easy with labels, and they would add unnecessary weight on visuals I wanted to be as simple as possible. I thought it would have been a nice addition to let players add their own labels tho, but I missed time! Or perhaps show some cryptic acronyms...
Thank you! In case you missed some hints in-game (which can easily be done :D) you can press left & right keys after you clicked on a slider to be more precise. Wuld love to make a better scheme, but you know, jam time limitations... And I'm now checking your GDWC website for sure!
Thanks Hyper! You're absolutely right about the music, but I couldn't imagine a music fitting the game feel , as the jam rules stated the music should sound like chiptune. Plus, no music meant more time for the game!
I played this game in 2 sessions for, I'd say, a total of 3 hours. I just finished it, and it left me with an urge to open my wallet, which doesn't happen that often for a "Pay what you want" game, esp. made for a jam:
- It played with my damned impatience just the right way. Had to rethink the puzzles more than once, and always managed to make it just when it started being frustrating (with solutions often easier than 1st attempts).
- It's beautiful, for eyes and ears.
- At first I thought the game would play with optical illusions, a bit like Fez or Monument Valley, but I'm glad it didn't and found its own way, and sticked to it.
- I know it's one of those games I'll remember and it will pop in my mind with an urge to replay it.
- The game being made for a 2 weeks jam is just mindblowing. At no moment did the game feel like it. It felt like any indie game I could buy from Steam, hence the urge to give money for this :)
However, there are things I wish were made otherwise:
- Columns can be raised/lowered only if their side is visible, which often is not the case because other columns hide them. Same with handles on rails, which moreover go outside the view. The problem is, it sometimes felt like it was part of the game mechanics, but that was more annoying than anything else. Or this is only how interaction is, and I wished it was handled in a different way: perhaps grabbing the column top square, or with a free mouse rotation (instead of 90° steps with keyboard).
- In some occurences the puzzle implied I had to find some special columns containing stairs or other elements, and as I can only randomly find them (plus, with manipulation issues said above), I thought it weakened the general gameplay.
- The way elements moved with left/right mouse button wasn't always obvious on rails and horizontally sliding blocks, because of the level rotation. Maybe their left or right move should fit the left or right button used? Perhaps it is already, in which case: oops! No problem with vertical move though.
But I'm not complaining, again it's a jam game and the work done in 2 weeks is absolutely amazing.
Indeed arrow keys are working, great! At last I could enjoy your game, excellent visuals and sound, love the small scope perfectly fitting the jam. It's fun, and my kind of difficulty: first try was a mess, then I could make it once I understood what to do. Didn't feel the need for a tutorial. Sure it cries for a post jam version with more levels ;). Good game with simple concept and solid gameplay, and again the art is what really sells it. Really love the palette and simple, very legible graphics, as well as the tunes and sfx.
Well, the plan was to develop all of them, until gamejam remaining time called for being more realistic. :D Many other ideas couldn't make it neither, such as RAM and CPU use that are still hinted in functions. I'm happy you liked the game anyway, thanks!
Thank you, I'm really glad you kept playing and enjoyed the game! On title screen, the bugging "H" title letter and the scrolltext are supposed to give a clue about what to do, if the player is stuck, but I'm not sure whether it's noticable enough.
Hi, first, did you learn the 1st function found, the one described by "I enhance the RPG flavor..."? If you configure it with "yes" it shows stats with your understanding level (number) & xp (bar).
The complexity value from a function shows how hard it is to understand, so how long it'll take to learn it. If it matches your own level, it'll take like 1 second to learn. It'll go faster if your understanding is above the function complexity, and slower if it's the opposite.
The inheritance is linked to the scope of a function. The global ones affects the whole game, and if a function is present as global more than once in the game, their settings are all the same. The local ones affect the current screen only, and if they're set on "inherit", they take the value of their global version. Alas this is underdevelopped in game, because of a lack of time in levels design.
But knowing all this is not really necessary to progress, where are you stuck?
Wow, that gets quite intense after a while. I made it up to level 6 anyway, ta-daa! Fun game, the 2 axis gameplay is much more challenging than one could think. It certainly makes debugging harder!
Thank you! I'm actually still working on it for a post-jam version. The levels here were a bit rushed because of the lack of time, but there sure is better to do, and I had a lot of fun making this game. A lot more functions were planned to work too but couldn't make it before the deadline. For example it would have been possible to set a better pointer movement. So, stay tuned!