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A member registered Mar 13, 2016 · View creator page →

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I setup the game following the instructions on WIndows, but I'm still not sure how to play... I installed LoopMIDI and added a port "OZONE", increased my Mic volume, but still unsure whether I should play with my voice or by pressing the button indicated in Odysseus/Ozone. Only the keyboard keys seem to affect the boat's trajectory, by showing colored effects. I managed to go past 3-4 bubbles by playing with colors, then got lost and respawned.

After reading the instructions I had the impression I would hear particular sounds related to colors and would have to reproduce them with either the keyboard or my voice with the correct pitch, but I always hear the same BGM... Only space will trigger an echo, but the sound doesn't change based on the color sphere I am in.

This game seems to have a hidden potential in terms of controls, but I can't unleash it... Do you have extra instructions somewhere?

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I just got this, and I had mistyped the game's hyphen-formatted title in username/game (a-family-business instead of my-family-business).

If you get:


bad argument #2 to '?' (number expected, got string)"

Update your Love! I had v0.9, it worked with v11.

Too bad Love doesn't have a version compatibility check.

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Interesting design choices for battles, I also like the dungeon exploration phases where all decisions make sense and you can measure risk v. reward precisely (no "do you open that chest? it may explode... or not"). It would be even better if we could check the character statuses during the choice prompt, as sometimes it's crucial to know if your character has many HP left or not before risking evading a trap (as in Darkest Dungeon, you could show the party status at any time on the HUD; or allow the player to enter the menu to check it, only disabling Save as we are in the middle of a prompt; or you could remap Escape to Cancel the tile exploration, so the player can open the menu, then come back to make his/her decision).

I had one big issue with UI: pressing Escape many times in a row will completely quit the game, without prompting for save or anything. I think I've just lost a good chunk of progression because of this... (Wow, this was actually due to Preme for Windows. I had to deactivate "Double Escape to close window".)

It's also a bit hard to know when exactly you can press ASD to chain moves, but I think you've already received feedback on this.

Interesting... the topic changes quickly over the story like a Simpsons' episode, but locally it remains consistent. Sentences are more complex that what I saw in other story generators, some would even say they are stylized. Where can I find the grammar.txt you're mentioning in the description?

I wonder if there is a gender check btw. I had a female clown ("she woke up in her prison") who turned into a male dragon ("him").

Thanks for the reply! I have not checked the game status for a while so I'll be glad to try the new version.

I see how glitches are part of your art direction now. As you said, there should be other ways to convey the feeling of an instant and disrupted communication, such as after image and visual noise, as well as playing with the audio.

Good luck for the release!

Wow. You managed to complete the hardest difficulty, barely using any spell. Congrats!

Interesting, I tried it on a small game I've made and it fixed all missing function issues except tostr. There were no assets, which contained level design so the game is not playable, but it seems promising (even with the game assets I would still need to replace the missing sprite flag feature in TIC-80 by manually calling fset at the beginning of the game... not designer-friendly, but ok).

For remaining functions like tostr, you can get some inspiration from pico-love, since they also adapt PICO-8 functions to native Lua: api.lua

I use myself a simplified version for my unit tests that run directly in Lua (pico8api.lua). Since I don't test rendering, most render/audio methods are empty, though.

Interesting bits of code! Still hard for me to understand without tweaking them myself, though.

BTW, the Warp drive description says it's the only one to use randomness, but the last one too uses rnd() to define the obstacle height.

Your game was advertising for its heavy Risk = Reward -based system and I got what I wanted. Will wait for the full release.

Some feedback now:


Great value system. Grazing offers direct gameplay reward, not just score. Losing 1 health chunk per hit but requiring 9 health points (from destruction loot) to recover a chunk makes taking damage critical. It also matches the pacing of a game where you destroy 90% of the time and get hit 10% of the time.

I'm still not sure what to do if my Barrier Breaker gauge is full but I'm not in direct danger. Usually I would keep it for later, but maybe there's a bonus score if you destroy even simple units with the Barrier Breaker.

I hadn't noticed that Barrel rolls increased fire rate (as mentioned in a comment), but I guessed it increased grazing reward because it fits Risk = Reward. I'll play again with more rolling but I fear I'll end up spamming them up and down for some extra fire on a precise target.


Simple controls, the keyboard default has a nice symmetrical feel.

As mentioned in other comments, some common gamepads don't work so I won't say more on this.

Keyboard works fine and is enough for a game that doesn't require aiming at given angles. However, the keyboard configuration screen is hard to use: it is a bit old-school and forces you to pick all the keys for each action in order instead of letting you choose them freely. But more importantly, it doesn't let you leave the screen until you're done (Escape input is captured, but ignored as it is an invalid input, so it does nothing). You should always be able to leave a config operation in the middle and cancel it.


Epileptic effects in both the menu and in-game are still a problem. The warning at the beginning is the minimum but the problem remains (for legal reasons even games with not so hardcore FX end up with the warning, so when I see one in a game I tend to ignore it thinking it won't be that terrible).

I would say that unless you have a very good reason based on art direction and world immersion, you should avoid epileptic effects at all cost, and even when using them add an option to deactivate them. For non-epileptic but disorientating effects, a toggle option would be enough (unless it's VR).

Here are 2 examples:

- In a movie, a dysfunctional neon in an abandoned shop that switches on and off gives a sense of uncertainty and incomfort. The character may be attacked from the dark or find a corpse. Removing the neon would diminish the experience a lot. The scene is still short, and the neon switches from times to times, not at high frequency. OK. Watchtest with different people if you're unsure.

- In The Last Story (Wii), the camera rolls when inside a sailing boat (immersion), but it can be deactivated in the settings (to avoid motions sickness, or just for gamers who like things straight).

In your case, most effects are not critical for the experience.

- The faces in the radio dialogues don't need to glitch unless you want to mean there are interferences.

- Menus may glitch a little for aesthetical effects, but the current on/off at high frequency effect doesn't make the menu more beautiful or immersive. It you want to evoke CRT, old OSes or mil

- Muzzle flash is a bit tricky because it's a diegetic effect. Personally I wasn't disturbed by in-game effects so much, probably because I'm expecting them in a shooter, I'm focused on my ship and FX help me identify potential threats quickly. So flashy effects have a gameplay and aesthetical purpose. But you can still playtest with a variety of people to see what's fit and what's not. You can also compare to other shooters to see how they manage to show muzzle flashes without being epileptic (like showing a sticky flash, blending, etc.).

Also, remember that adding those effects cost you a little each time. Removing them in the end will be cheap, but you would have lost the initial time spent on them, so design them wisely from the start, or start with basic effects leave the details to the polishing phase. You wouldn't want to make great gameplay inaccessible to some people because you put the wrong FX.