thanks for giving it a shot - I ended up spending more time improving my game engine than working on the game part :D
hassmaschine
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I really love graphical/mathematical simulations - I appreciate the resource links you provided too (I tried to find actual resources for how to model snowfall a few years ago, and came up with nothing).
I wasn't able to get anything far from your original pattern? so, not sure what the sliders did. still, cool simulation. Do you have a source/repro?
It's Simon Says - in 3D! (okay, maybe that's not fair, but it's what I first thought of)
It was intuitive to play (even without mouse controls). Maybe a little too easy.. I think part of it was the color blocks are randomized so much, there was always a good chance I could move to the correct block before the timer ran out.
Neat concept though, I wonder how it could be expanded, like I could see people playing this on their phone while waiting around.
I appreciate the AI disclosure - uhh, I actually really liked this. It gave me strong survivor horror/backrooms vibes. Like, I couldn't quite finish the last level, and every door I went through I wasn't sure if I had been there before. and there were some definitely creepy moments. Definitely potential with jump scares / music, and puzzle elements that stress the player out.
I wouldn't change the asset style at all, rather, I would lean into it. In one room there was a clock that was placed far off the wall, and you could see the shadow. I liked the repeating portraits (whatever that was).
Is there an actual .rom I can download? I'm familiar with the pico8, but I have never tried it before. Somebody a while back made a pico8 emulator for the Saturn, so that would be an interesting way to play this game :D
my primary criticism would be the fire rate of the weapon is pretty low, I could do it but, it felt like a losing battle.
the other is for keyboard controls, I would just use WSAD for direction and maybe space for fire or some other keys, it worked but it wasn't a pattern I'm used to.
I didn't see a way to change the weapon, I suppose I could have pressed every key on my keyboard, but by then I was already dead :D
Man, watching the "wave" approach from the left side of the screen instantly reminded me of the 2011 Japanese tsunamis. so, that was kind of an interesting mechanic. controls were relatively easy to figure out, I liked the background palette transition and character animations. Just need a little more to do. not bad!
I'm particularly interested in color modeling - it's a way harder problem than it appears to be. So, this was something interesting to experiment with. I think I would suggest to try other models than just RGB, because while those work great for the computer, they're not as suited to the human eye. Anyway, neat demo, I wish you had posted the source though. :)
ok, I think people don't know what this is - and I get it - audio drivers are so important, but people don't know why or what they can do (I have my own project like this, and nobody knows what it is lol).
Also appreciate having the basic waveforms covered, but they were a little quiet so at first I wasn't sure they worked.
I eventually figured out the controls, but, it would be nice if keyboards with number pads were supported (I was confused when it said "K7" but the 7 key didn't work, but a different one did).
overall, it did what it was supposed to, and these are the kind of foundational projects that everyone else eventually relies on - good job!
Overall, neat concept and good execution - the art is nice as well. I wasn't exactly sure what to do at first, but figured it out after a couple minutes, and the UI was very nice.
I ran into performance issues though, buy not immediately. At first the game ran fine, but over time it slowly degraded. it never crashed, and I was able to progress through several levels, increase my play area, etc. but the audio noticeably slowed down as well as the UI. It did this just looking at the intro screen as well, so I don't think it was just because I increased the world size.
I really like the concept/graphics - this could be even better as a beat-em-up rather than a 1vs 1 fighter?
I had a little trouble with the controls, I'm playing on a keyboard, but I did die and my head got cut off. the animations were really great, and the monster that carried off my corpse was a nice touch.
would love to see the source / assets, maybe it could be remixed into something even better from this concept.
giving higher marks for AI since you didn't hide it
overall, I liked it!
Looked at the source - I tried to figure out how to get it to draw cool patterns. Pressed F1. All I could get it to draw was straight lines. I'm sure it would work if I understood what the inputs were supposed to be - example equations would go a long way. neat concept anyway, I love mathematical simulations!
Love the Aztec art style, music and SFX.
Level design was pretty tough, reminds me of the second stage of Sonic 1 (pushing the "boulder" feels realistic - but makes me feel powerless and slow). I was able to get a few platforms in, but some of those jumps were punishing, so I gave up.
also, Up for jump is a crime against humanity. But I didn't dock you for that :D
