Perhaps more aptly and succinctly, "Introspection: The Game". Really what you're asking is why people keep the friends they do and enjoy the things they enjoy.
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The scrolling was as good as I could get in a limited time. I had it set to twice the speed it is in this version originally, but it was too fast and made it feel like the screen was "snapping" to the player. I use gamemaker which (as far as I know) doesn't offer a "smooth" follow camera natively meaning I would have had to code it myself.
Fights actually can take multiple turns if you are under-powered enough. If you don't collect the weapon in the level, every "boss" character should always take two or more hits. It might be hard to notice if you're playing fast though, since it's doing a check every frame. I'm sort of torn on making the enemies health visible. I sort of like requiring players to encounter an enemy before they know for sure what its attack power and hp is because it makes fights more risky. I can understand why someone might find it frustrating though. If you have any suggestions for a middle-ground I'd love to hear them!
Pretty much the gold is there as a high score mechanic. If I had more time I would have included a tracker of your max level reached/max gold. I'm glad that you found the game balanced, I tried to come up with enemy strength and armor values that would put the player in danger, but not be too much. So long as you are able to find one or two pieces of armor in a level, you should survive most encounters and the way the maze is built, the "boss" is guaranteed to be far away from the player at the beginning.
The view is limited in that you can only see 1/4 of the maze at a time, meaning you can't head straight for the exit. I had planned on implementing something that would restrict your view to just the corridors the character would be able to see down but ran out of time. Toward the end it became more important to bugfix.
The wall jumping controls are finicky. I think using up energy to solve puzzles isn't a great mechanic. It forces the player to lose the game if they are unfamiliar or cannot solve a puzzle. Since the platforming needs to be so precise, it doesn't seem fair to punish the player for missing a jump.
The restart game function does not reset your acquired resources or research. Also, it does not tell you that you need a farmer to create spines, rendering the game unplayable if you buy 2 miners.
I think Kara worries too much. When I spoke to the boy with colorful hair he told me that he was fine and Kara took that as an affront. She also got stressed out because she didn't do well in the dancing game even though it was just for fun.
Thanks! I was trying to adapt another simple homebrew system. I like a bit of crunch in my games, just enough to provide a structure for encounters. Reading other 200 word rpgs from different competitions, many of them seemed more like parlor games than proper tabletop fare.
I'm glad you like the random generation table. I tried to think about what unique features make sci-fi planets memorable and drew from Faster Than Light and other videogames for inspiration.
The way that the rules read I meant it to be that the players have to find all six items . That's why there is the line about re-rolling if necessary . For shorter play sessions the GM could determine that three might be enough , depending on which three. I'm curious, what about the table was difficult to read?
Thanks for the feedback! My goal was not to create an expansive setting but rather to create a solid and easy to follow rule set that would facilitate role-play. The word count did make me have to shorten or combine sentences which made reading a bit more difficult. Conjunctions add up fast! If people wanted, I could probably make it clearer in 300 to 500 words. A mini rpg perhaps?
Thank you! Pac-Man was certainly an inspiration. I'm a bit surprised myself at how good the AI turned out. I was originally going to use game maker's built-in path finding, but couldn't quite figure out a solution I was comfortable with, so I wrote my own "path finding" in around 20 lines. They get stuck, but they're still hard to evade.
I like writing music for gamejams. It allows me to exercise what I learned in a music theory class years ago.