Oh yeah, I noted Avery mentioning being able to do better; I wondered if they might run faster on later races but didn't test it. That's really neat, too! I guess Avery would need to tone it down a little in the case the player was able to disable the feathers, though, haha.
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This game is amazing, I've been enjoying it a lot! Exactly the right kind of relaxing.
I was wondering - the silver feathers make the various races quite trivial - is it possible to turn them off? If not, I think being able to disable them in the inventory could be really neat!
This has been fixed, but the game still uses the old folder if it was set up in an earlier version. This could help: https://steamcommunity.com/app/736260/discussions/0/1812044473309462193/
Thank you! I don't think I have written about that anywhere! The names Baba and Keke come from an old psychology experiment where people were shown two shapes, a round and a spiky one, and asked to label one "Kiki" and one "Bouba". I'm pretty sure you can guess which way people preferred the label the shapes. :) Baba and Keke don't really have any meaningful relation to the experiment otherwise, but the inspiration for the names definitely came from there.
Unfortunately the date has been pushed to early 2019 :( I've forgotten to update that in some places, I'm afraid. The reason was that I would have had to rush too much to get it released this year (the release would have had to be in November because December is a very difficult time for releasing an indie game (especially on Switch due to Smash))
Haha, that'd be funky. I think the main problems would be the compiling-to-exe you mentioned and most importantly optimizing the game to be able to create more than just really simple things. It's a cool idea, though :D
Thanks! I feel that block-pushing-based puzzle games have been thriving more in the recent years thanks to Puzzlescript and such. In case you're interested in Sokoban-inspired games, I recommend Pipe Push Paradise, Snakebird & of course Stephen's Sausage Roll.
You can't; if you push an object into a corner, you can press Z to undo (which kinda looks like grabbing them); the full game will have a separate "Pull" word that works like grabbing an item.
Yeah, that'd be neat! Also you can force pawns to eat in illegal ways because their logic is so simple. It'd be interesting to polish the chess aspect of the game to contain the full depth of chess (Castling, having the pieces prefer eating opposing pieces if given a chance etc) and see how that affects the snake part of the gameplay. I guess I should do a post-compo build...