Thanks!
Addition about the Story: The Story begins with no abilities for Nano. Pushing Stones is an ability, so this is intentional. Once you have found the Green Stone in the first Story you will be able to push stones ;)
But Story have only 1 level, with no-pushing-boulders and 1 eatable wall... edited: you need to choose path! barely found it...
Yes, in the full version there will be six stories and every story has an overworld map where you can navigate as far as your progress allows to (like in Mario Bros Overworld Map)
I will try to better point this out for the full version!
At level Zik-Zak in 2nd section after killing bug with rock you can't go forward because rock not falls from the wall where we blow bug... sorry my english =)
At Lucky Strike sometimes exit not opens... At next level amaeba grows not enough fast
Thanks for the hints, I will have a look at all of them. Please also consider that the current levels in "Challenges" are just for demo purpose and some are very experimental.
Hi, thanks for playing the Demo.
Game closes when i checked Video filter!
Yes, the CRT Filter Shader seems not to work for all devices. If you don't mind, can you give also some more information about the device you used? Would help a lot, thanks!
Please add Ctrl (both) to grab :D
Ctrl are more difficult to add but I can try for the next update.
Wow best 8-Bit sound for use I have found so far. Perfect, this is exactly what I have searched for and generously it is free to use, thank you.
I have bought your sound and will use some tracks in my retro game, I'm working for, with your permission? I also will make an reference in the game to you, when it comes out.
Hi, nice to hear!
Yes, I will go through all the valuable critics and suggestions for improvement that has been posted so far and take this in account for sure.
I also plan to create an extra Editor-Version with an in-built editor where players can create their own levels / worlds and share them with others.
Hey, thank you for your critics, I appreciate that.
First of all I have to say, I'm a hobby-game-dev not a professional. So I think this might answer some of your questions already ;-)
I started this for and with my son, just to have fun. Then I got pulled in more and more and the idea of creating a whole game out of it, with upgrades and stuff didn't let go anymore.
The partial lack of a consistent growing difficulty level as well as some conceptual bugs or even wierd sound effects are surely related to the fact that I dont have mutch experience in game development.
I learning a lot here... :-)
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"The "reveal all secrets" upgrade..."
Yes, if I think about this, it seems to be in fact a conceptional bug. I apparently never tested this caves with the "reveal all secrets" upgrade.
The possibility to switch the upgrades on/off would realy solve this and would also be a benefit and additional user freedom. Will check this for a next update.
"Why are there lives?"
"At the start of the game, the fact that pushing sometimes doesn't work..."
When a started with creating the game, I wanted to stick closely to the original Boulder Dash from C64 that had lives as well as the unpredictable push success of rocks.
But you are right the lives does not make a lot of sence anymore since the game evolved and with the possibility to restart every cave.
"Why are there no level names in Wonderland?"
"The first level in Wonderland is quite hard..."
Wonderland is weird stuff and I simply got tired to come up with new names for every cave :-)
"The alt key for placing bombs is weird. I would suggest X or Z."
Right. I moslty played the game with the gamepad, but for my next game I will make that customizable.
"Cube is too big!"
Yes this is certainly too mutch.
"I find the sound of many gem drops annoying"
Sound and sound effects are realy not my thing. I got the gem drop sounds from some original SID sounds but played around with them (for the worse I suppose)
"I still cannot finish Ghost in the Shell..."
Hmm honestly, I have to replay this first some day, to be able to gave a propper answer here.
"Why is New York twice in the list of levels?"
I realy thought I had corrected this before launch. But if it is still there twice, it is a bug.
Hope this answers some of your questions and thanks again for your great feedback!
Thank you for this great review! Also check out Toma's discussion about playing Micro Dash.
Have create a space for tips and tricks: https://inarisoft.itch.io/micro-dash/devlog/364095/tips-and-tricks
Wow, thank you very much for your great review, I very appreciate that! I was always a huge fan of the C64 Boulder Dash and this is my fist and yet only game I've ever made so far.
Also appreciate your critics and will consider it. It's true, the game is a bit hard, and it would be nice to access some content more easily. But maybe, if the game attracts some bigger community, or I find some time, I will do another sequel of the game.
Enjoy and cheers!
This adventure is just beautiful and well made considering the limited resources that comes with a one.dev.shot, as I can imagine. It reminds me of the old adventure games that I have played as a kid like all the LucasArts games where you can just explore and there is always a funny or unexpected twist around the next corner.
The story telling is great and I love the "new" element to select reaction by feeling as well. The sound is relaxing and the graphics beautiful and just reduced enough to relieve your own imagination .
Thanks for this game!
Okay, I get it to work now. Your build is fine but on newer ubuntu versions, the libpng12-0 is not available anymore and one has to install it manually.
For others that face this problem, follow the instructions here:
https://www.linuxuprising.com/2018/05/fix-libpng12-0-missing-in-ubuntu-1804.html