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Ethan Clark (EPICPIKAGUY)

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A member registered Oct 08, 2015 · View creator page →

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evtug. V sbetbg nobhg gung. Vg vf n ovg fvyyl V thrff ohg zl ernfbavat jnf gung vg jbhyq or na "rkcybvg" gung fbzr crbcyr jbhyq svar sha gung grpuavpnyyl qbrfa'g gevivnyvmr gur punyyratrf orpnhfr vg qbrfa'g haybpx gur gebcuvrf gurzfryirf.

lrf. Ohg lbh qba'g "olcnff nyy gebcuvrf jvgu ohfu" orpnhfr n tbbq ahzore bs gebcuvrf erdhver lbh gb abg hfr ohfu.

It was not "vibe coded." All of the programming was done by me.

Impressive! What did you use to get the high score?

It only gets rid of items. Maybe I should just call it "delete mode."

Did doctor have the regenerate status effect? Even if the item does nothing, doctor would still regenerate some HP from that status effect.

Here it is: https://pastebin.com/UpmvnDd6

I could be misremembering, but I'm 99% sure it's impossible.

I’ll look into lowering the cost of nubby. It’s probably okay to lower it; honestly you could make an argument that an entirely free nubby wouldn’t be too unbalanced since a 6 max HP universe is as much of a liability as it is an opportunity.

it turns out I was doing something VERY silly; I was loading the high scores on the episode selection screen. Which works unless you choose to resume a previously saved game, because then you bypass the episode select entirely. So now I just load the high scores at startup and it just works. (I’ll make a patch to the demo soon.)

> I really wish you could see what you bought at the end of a run because I wish I could verify what I did for that one - I was still learning the ropes.

That’s in the game now, and will be coming to the updated demo I’ll put out very soon. The fix was as simple as making sure the “view deck” button was still visible on the end screen.

> [there should be a healing item that heals you if you’ve lost]

I’ll probably make an item like that for the Medic (a character in the full game) since that seems like a good fit.

> [there should be a healing item for low universe runs]

“Miracle” heals (if I recall) five HP in the universe of your choosing, which IMO is generally more useful the fewer universes you have. It occurs to me that I could have the shop be more likely to stock items that it thinks are more useful to your current run, which might be necessary given how “bloated” the item selection has become.

> [wave collapse is kinda OP]

I intentionally made it VERY powerful and one of the best items in the game, because IMO it’s fun and ties in very nicely with the “themes” of the game systems.

I'll look into that.

I'll check Doctor's frequency.

Nubby is expensive because making a new universe is a huge deal. One strategy is to get ten dollar bill (lowers max HP and gives you money), then get nubby, then recover a few times to get some max HP back. Nubby is still a risk though, but that's by design.

Sword and shield was originally multi-use but I found it was pretty overpowered. Getting at least two sword and shields means you can easily play nothing but that item and steamroll enemies. It felt bad to have such an effective strategy based on only spamming a single item.

I'll check tiny band-aid.

thanks for the typo reports!

You can’t have max HP be lower than 1; It’ll just stay at 1 if you try to make it lower.

I have a few ideas about removing items from your deck, including one I'm going to test out soon.

Can't believe I didn't catch that. I've stared at this card for so long and never caught the typo.

I could compile a list of all the items in the demo maybe.

I’ll probably nerf Kobold a little in the final game.

Noted. The full game will have you start with "junk" items in your deck, so I could add in an effect to remove/transform those.

And there's a few effects that let you alter your cards' cost, though maybe I should add more.

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I might add more ways for the items to be visually distinct. I think it would be too impractical to have a distinct illustration for each item (as cool as it would be,) but I'll see what I can do.

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There are items like Scope and Jab which are designed for low universe runs (since they only work in 1/2 universes, they're relatively better when you have fewer universes.)

Item removal is... sort of here? "Recycle" lets you transform your broken daggers into shuffle items, and one of the characters in the full game can buy an item that lets you remove certain kinds of items from your deck. I might add more ways of removing items, though.

probably. I’m just working on other stuff at the moment.

Thanks. I think YouTube is the most likely option since it’s the easiest to upload to and there’s a lot of… stuff around Spotify in particular that makes me wary of that platform. But we’ll see.

the game gets hard from here. I think fire + flower might be an easy ish one to get?

try to beat a run without the key spell. That should be relatively easy to do IIRC.

I might make more games but this game in particular is probably complete.

In an effort to stay relevant with the kids, I have made a brand new N Step Steve level based on current trends.

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you completed the level, but you can complete the level in different ways to unlock the trophies. (The notes should explain it.)

Further thoughts: I think the cryptid tracker is supposed to show a green square at the location of the final cryptid? Wouldn't be surprised if it doesn't, though.

Oh, I think I know which one you're missing. You need to (rot 13) Hfr gur yriry rqvgbe gb pbafgehpg n fvghngvba jurer lbh jnec gb gur pelcgvq. Lbh qb jung lbh qb gb trg zbfg pelcgvqf, rkprcg va gur yriry rqvgbe.

Definitely regret making that one count towards 100% completion.

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I think it's also in this version too (after I updated it.) As far as I can remember anyway.

That is odd. I just checked, and the Sea Magic shaders are almost identical to the Bee Magic shaders (minus a newline here and there and some different constants.) I have a few guesses as to what might be causing this, but none of them seem likely to me.

there is in the credits.

Uh oh, that might be a bug or something :/

What operating system/version are you using to play the game?

There are no HTML elements used except for when you load/save a level; Everything else is just rendered to a <canvas> element. The font is my own, but it's not very usable outside of the game, I'm afraid.

Right. I will get around to making a Youtube channel soon-ish.

Gurer ner bayl gjb raqvatf (sbe rfpncvat nf n png naq n uhzna.)

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In the code, players, rocks, and flags are all considered "entities" and treated very similarly to each other. The two types of "objects" in the engine mostly boil down to objects that directly effect normal gameplay (like the ones you listed) and "flexible" objects with basically exist outside of the normal gameplay logic (e.g. signs and teleporters.)

it’s stored in your browser’s “localstorage”, which is… kind of like a file?