Welcome to the world of game creation. You've made a splendid debut.
You should add a link back to the game at the LD -site so that people can rate it more easily.
Ah, Solitare. It's been a while my old friend.
For those of you not old enough to remember it:
A variant of this game used to be bundled with Windows (back in the 90-ties). Before the advent of commodity interwebbs it was by far the most played computer game on Windows.
Well written and with enough choices.
The real book with pages that flip is a cool effect. However , doing it this way (and not with Twine or similar tools) may cause trouble for someone needing a screen reader. Or maybe Unity supports those some how?
Developing this further with more of a goal (or more things to interact with) could become intriguing.
Could we have another pair of buttons for breadcrumbs and ladder? Preferably J & K. Playing two-handed on ASDW+ZX is a bit cumbersome.
Nice to see an Ikaruga homage/premake among all the entries.
The screen has a tendency to get a crowded when there are more than two ships of the inverted-c variant on screen. This is a bullet hell though type game, so it's fitting. Good job.
This is quite neat. The simple graphics are pleasing, as is the musix/sfx. Puzzes build gradually on top of each other gradually getting trickier.
I must admit that my playthrough almost came to an end in an early section of the game
since ı managed to lock myself in one of the first puzzles.
Perhaps the above state is solvable, but I could not figure it out. I worked around it by replaying the first section and then got through the puzzle on the first try.
Any way. The only thing I'm really missing here is a save feature, and possible also a puzzle select screen. To make a long story short: Nice work!
Sorry for being vague. It's hard to a void when I'm not even sure my self exactly how it's going to work (yet).
There will be a linear story though, so I guess that makes it plot-centric in some definition of the word.
The rules state the following:
While other game elements may be present, the final piece should be largely identified as a "visual novel".
How far from the traditional sprites-and-text-boxes are we allowed to venture? I want to make something akin to an interactive comic. Quartett! (=definitely a VN) is fairly similar in it's style of presentation style to what I imagine, but I also want puzzle mechanics; It will probably be a short game.
(Edit: Punctuation mark after quotation mark, not the other way around)
The game is submitted, although it's still a prototype and in need of a lot of tweaking (and graphics and sounds and levels and features and..).
I recently started at new (day) job. The place is really sweet and everyone there is helpful (and really smart!), so it if very fun. There is also a lot to learn, so I'm fairly drained when I get home 😵.
This prototype really has potential though. So I'm hoping to get back to it once things have settled a bit.
I think it's really cool that we picked the same cartridge. It will be interesting to see different we have interpreted it.
As for making bread you combine flour and water. Other ingredients add flavour to the Flour and Water, but then they have to have the same flavour to mix.
10 days to go and graphics is the sprites and their graphics are slowly falling into place (no pun intended).
I've replaced the Unicode emojis with sprites. Graphics are really an Ugly Baby at the moment. I have slightly better stuff, but it's still literally just on paper.
The debug is hidden; there is now some room for score, combo counter and all that stuff.
Looks like the jam just got a time extension, so I don't have to ship it in this state.
These days go by a design philosophy that a although a game should be interesting to design, it should be more interesting to play. The logic behind it is that if the reverse is true, if the game is more interesting to design than to play, then it will never be completed because the designer will just keep designing on it forever.
The short version of this weeks progress is that I might have passed the point where the game is more fun to play than work on. Although there is definitely still lot to tweak I actually find my self getting distracted from working on the game because I incidentally started playing it instead. This is a good sign, even though it has a slight negative impact on productivity.
Highest priority right now (in no particular order):
As of Friday it is now (theoretically) possible to reach a 'Game over'. You lose whenever the board fills up and all the ingredient spawning tiles are covered by ingredients.
The high priorities right now are (in no particular order):
I might need a musician (if I have time to implement sound support at all) for a puzzle game. It's an open source game, so any assets produced could potentially be reused in other contexts without you explicit permission. Would you be OK with that?
I like how your design process seems to be aesthetics first, staring with the cartridge then figuring out the game from that. As more of a a mechanics-first designer it's interesting to see someone start at the other end of the spectrum.
Mai-chan's SWEET BUNS
Louis／Web developer & comic artist
In this deliciously tricky puzzle game, you must grab Mai-chan's SWEET BUNS to stop them falling into the wrong hands! The nefarious RAT KING and his dastardly râtisserie will stop at nothing to ensure the world only eats nasty SAVOURY BUNS!
Picking this one was a no-brainer. I already knew I wanted to make an action-puzzler, and the artwork on this cartridge is stellar.
Three days (keeping a comfortable pace) in and it's almost something playable (although the graphics don't really do the cartridge justice quite jet).
The game is written in Elm, a purely functional language that more game developers should try out.
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(Or am I to late? Can't seem to find the jam theme on the jam page)