Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Colin EUMP

801
Posts
13
Topics
70
Followers
A member registered Feb 04, 2014 · View creator page →

Creator of

Recent community posts

The door is the only part I finished, unfortunately. I ran out of time right after realizing the puzzle pieces inside the building were too low to be reached. Thanks for trying it out.

Nothing after the first door is finished unfortunately. The idea was going to be that the pieces scattered about would be functions and hexadecimal bytes that you could then mess with on the terminal in one of the corners (which is where the theme would've shown up). 

Thanks for trying it out, anyway.

I didn't finish anything in the second room. In fact, the poor placement of the pieces on the floor was the last thing I noticed before deciding it was too late to do any more. The chrome issue is unlikely to affect anything other than the visual quality. The mouse coordinates are specifically calculated to adjust for that. All the bugs are very much me screwing up in my rush to get just a bit more done.

Thanks for trying it out. 

Hmm...perhaps "toolchain" was a strong word. It's just 2 scripts, one for assembly and one for image conversion. I already said in the description why I made it (to demonstrate the issues with the rules as stated on the jam page). However, I do also just like occasionally programming in an assembly language. It's a very different feeling.

That said, I think your question is a bit odd. The assembler wouldn't be the equivalent of Raylib. Raylib is a graphics library, and my game only uses like 2 graphics functions. The assembler is used instead of Emscripten.

Here's a google drive folder with the source code:

https://drive.google.com/drive/folders/1uOcSUqop5wnH11GEj4K1q_AYLXZA-fjm?usp=dri...

wasm_as.lua is the "toolchain" in that it's an assembler script. It's just a normal lua script with no dependencies. It's used by editing the table at the top to include the files to use as input, which are treated as if concatenated into one file. The best files to look at for how the code works are header.txt and main.txt. The index.html file is also pretty important, as that's where the gl functions are. The images folder contains the png's for the images used and the files keg_utils.exe and utils.lua. That file pair is part of my own personal lua-engine, but for this case it allows walking the directory and opening png files as a buffer of decoded pixels. The output for utils.lua is in the format needed for the assembler script, but the data is just the image with rle applied and width, height pair at the front (4 bytes each).

I also left the notes.txt file in, which contains notes on both how a wasm binary works and also notes on the syntax I used for the assembler.

In case the discord members haven't already mentioned it: the version 0.0.4 core memories are bugged. The result is the event with Shiori keeps repeating every weekday. I took a peak at the scripts since they're there, and it looks like when you reordered the events you changed the jump statements but missed the last part of each if condition (starting at script.rpy line 218).

I'm not sure how much of what I've read so far is in which update, but reading through this 2 things really stand out that could use improvement:

1. The use of flashes is more irritating than scary. The repeated flashes at the title card especially seemed pointless, in that they didn't seem to be expressing anything within the story.

2. There's a lot of misinformation in this story. It's true that fiction will always have some, because researching everything is impossible and not worth it, but it's still a good idea to at least look up any trivia about popular topics or important plot points. For example, it's probably fine that a mention of Faust is immediately tied to Goethe, since it's reasonable for the characters themselves to not know about Marlowe or the puppet show versions. However, claiming that 5 Nights at Freddy's would be banned in Japan for child murder is downright strange, and moments like the lawyer not showing anyone the will (which is almost universally a criminal offense) and the mention of "reinstating citizenship" left me wondering what sort of setting the story was supposed to be taking place in.

I think the home study minigame would be better if the blocks snapped into place when close to being aligned. The way it is now, it's possible for a block to end up a couple pixels off, meaning it stops other blocks but without being obvious about it.

Feel free to ignore me if you're already satisfied with it. However, if you'd like to try my suggestion but aren't sure how to code it, here's a quick and dirty way:

step 1. add this code in the label home_study_start, before the jump:

    $block_snap_x = [125, 277, 427, 578, 882, 1033]

    $block_snap_y = [87, 237, 390, 540, 692, 843]

step 2. add this code in the block_events() function, right before "block.initial_pos = [block.x, block.y]":

                    for x in block_snap_x:

                        if block.x - 35 < x < block.x + 35:

                            block.x = x

                            break

                    for y in block_snap_y:

                        if block.y - 35 < y < block.y + 35:

                            block.y = y

                            break

Oh, it works on actual hardware? I wasn't sure since the jam judges were allowed to use theoretically accurate emulators, and I'm not in a good financial situation for buying the needed gadgets.  I'm glad you enjoy it.

Sometimes feedback from people who don't play the genre is valuable. I actually hadn't thought about the possibility of the player clicking repeatedly, and that's something I really should have thought about. There's likely a decent overlap between players who play crpgs and players who want/need to have their hands constantly doing something for whichever of the various reasons that can be the case. I think I know how to make repeated clicks not slow anything down as well (just allow the path finding code to delete a couple nodes and build on the existing path). Thanks for trying the game.

The idea to highlight tile to move to is good, thanks. Though, if I do continue work on this, the first thing I'll do is likely make a page in the pause menu for fast travel that instantly takes you to a chosen character. 

Did you click the dialogue box until the dialogue was all faded?

I did consider putting a "click to continue" but never got around to it.

This game makes me uncomfortable, just cause it feels like it goes a little far in how it's portraying Gigi. I haven't focused much on her content specifically, so it's fine if I just missed the streams this is based on. However, if this is based on clips, that's less fine and maybe cause to reconsider how you portray a real life person.

So, just to give you some context on the comment you highlighted, the part I referred to on the instructions page is "T.KIARA keys — :^)", and the first version in-game is always "TKIARA" for 1 or 2 times followed by "T.KIARA", with the requirement of typing the period if and only if it shows up. The likelihood of missing that difference entirely seems like it would've come up already, and that pointy nose face makes it seem like there was supposed to be a humorous element to that. As such, my initial question "Were you intentionally trying to make the signature minigame confusing?" was entirely literal, and I'm not sure how else I could ask that. 

The bats need to be brighter, though changing the colors used for the game page might help too.  Other than that it's hard to tell what the purpose of the items are, and also whether the game has an ending or is just about high score.

The game page says X to pick up jifts, but the button seems to be Z/C instead.

The game itself is good, though a game that I can S rank in 2 minutes of playing isn't going to leave much impression.

So, coming at this as someone who doesn't play spot the difference games, I have to say the instructions were really unclear. In particular, I didn't know this was a spot the difference game until I came here to read the comment. I went into the first loop expecting to see strange things, then got confused because everything looked reasonable.

It's not that the game was frustrating. It just didn't engage me enough to bother. The reason I said "fuzzy" is that the elephants never seemed to hit the same spots relative to their visual, so I couldn't tell which blocks would get destroyed, nor how close they'd have to be to shove my character. Combine that with paths not appearing consistent, and that makes it awkward to plan around. 

These games seem wildly uneven with regards to difficulty and clarity. The tea one in particular seems too picky compared to the other games, and the I could not tell at all what the thing to jump over when delivering drinks was. Also, was is trilby matched with cactus?

I think the stages between bosses really needed something different each time. They feel like they might as well be the same thing. I stopped at Suisei's section wasn't hard, but it felt like it could have randomly hit with no recourse, so more getting lucky. I didn't see any actual pattern. The drops just didn't hit where my character was. I stopped at Fauna's section cause I didn't want to deal with enemies that were so fuzzy about what they actually do.

It's not a telegraph to stop attacking for a long period of time, especially if she's not in view at the time because of trying to get away from her shots. Also when I said "nearby" I didn't mean in the same map. I meant close enough to not risk too much damage trying to get to it (both from the boss shots and from the otomos). More importantly, though, I can't take the claim that the bosses are "reasonable" to do without taking damage seriously when the first boss has exploding otomos in pots in a room that it constantly covers with enemies and the third boss has the randomly targeting jetpack enemies that the other commenters have also complained about. 

Really good puzzle game, in my opinion. One suggestion though: the first thing you need the book for shouldn't be grabbable outside of the book, at least not until it's mentioned. I got stuck because I was trying to figure out how to use it before getting the book.

So, I think my biggest complaint against this game is that the way to face off against the final boss wasn't clear enough. I was at stage 9 and difficulty 40 when I realized it was there, so I finished the game at a time of 29minutes, 37 seconds, with 138 items. This wasn't even that much of a problem since I'd only somewhat gotten bored, but it meant that when I did face the boss my hp never got a dent even when I just stood there doing nothing.

That said, I think this is the game entry I'd most like to see go somewhere after the jam so far (for context, I've got 19 entries left to try). However, I think the balance needs a lot of work. The game was hardest right at the start, mainly because of needing to find ways to gain more time before the enemies started spawning enough. After 2 stages I didn't need to care anymore and after 3 stages I stopped caring much about hp either.

Still, most of the elements are beyond what is typical of a jam. The only other thing that bugged me was the ranged attacks being a little too hard to dodge at the beginning of the game. I would've preferred they speed up later.

I don't think I like the clock puzzle. It feels weird to have that repetition element, even with the later reuse of the same visual element.  I also think one of the chairs should've been more tilted so the visuals fit better for the relevant puzzle. Otherwise there's another reasonable solution. Besides that though I think the game is really good. The extra note with the red writing is especially nice.

Uploaded to the google drive as "bae_vs_time". However, since I misunderstood what you meant by "obstacle" I've got a metal block instead of a dangerous thing. I also got the crash when setting the time limit, but after reading here I was able to recover the save. However, I noticed when playing the other games in the google drive that the game doesn't seem to be able to handle playing more than one without refreshing the page. 

It's been a long time since my first jam (and far longer since my first game), so it was interesting to get a simpler experience again. I especially can't remember the last time I've tried designing a level without knowing how high a platformer character can even jump. Like, nowadays I would know basically the exact minimum and maximum parabolas and the distance they can reach when climbing at different angles before even considering designing a level.

This game is just too fiddly, especially with the time limit. I get that it relates to the theme, but I didn't see any part of the game that benefited for a time limit. Besides the spike collider mentioned in another comment, I think needing to hold jump on the trampoline to make just is unintuitive in this kind of game, especially given that the difference in height isn't even that much. But I think the biggest issue is the need to get good positioning while throwing objects, which basically ensures that at least of the time positioning won't work out. It wouldn't be nearly as bad if the most recent actions could be redone, but most mistakes in this game require starting from scratch.

The point where I stopped was in the level with the key on a conveyor belt pointed toward a red block. I felt like I'd had enough when I found out the time frozen key could still be pushed into the wrong spot by the trampoline.

I managed to get 8 out of 9 in one run, then checked the "room and it was still empty.

I think having to switch back and forth between mouse and keyboard is annoying. Also, I don't get the times use different formats.

The concept, art and writing are nice, but the actual steps to accomplish the goals require too many unexplained conditions. It's frustrating having to basically guess at when an option will show up.

So, what I am seeing here is an at least 12 minute movie pretending to be a 4 minute movie, in which nothing happens for literally %90 of the runtime, which then doesn't even end. That last point isn't just being flippant. With how long and how often this story paused for long periods with nothing happening, it was clear whether it actually had ended.

I don't think this benefits at all from the required timing. I think this would've been better with a click to continue system that just also sometimes "continues" with just visual effects. That would allow the viewers to choose a comfortable pacing for themselves.

(Note: I usually would say "readers" for vns and "players" if there's gameplay, but this only had viewing for the most part, hence "viewers")

The brakes turned out to be totally unnecessary. It seemed like the track was repeating, though. I think this game is best if the player doesn't actually feel like playing so much as zoning out. I'm as big into Irys's music as the other singers in Hololive, though, so I'm not sure if that fits this track.

I got all the clocks but nothing special happened.

I don't see any way to reduce the amount of time things take. Without that, the timer is redundant. I also think the meter should start with more good range. I still manage to get it most of the time, but it seems strange that even with no stress at all it still requires creative timing to get a great.

This honestly feels like it designed to feel terrible. There are just so many moments that randomly punish the player with no recourse. This does make the time travel more likely to come up, but it still means that most of the game is miserable to play. The point I stopped at was Fuwamoco, just cause I had no interest in fighting a boss that is absolutely guaranteed to damage the player (when swapping) multiple times with no likelihood of nearby healing.

Also, I don't think the player being familiar with other stories involving time travel would matter at all. Nearly all the stories I've seen about time travel have more limited mechanics and most of them establish paradoxes. Furthermore, the only character I've seen that's so quick to murder themself was Rick Sanchez. I have trouble even imagining Cecilia purposely putting herself in that situation. Rather the closest comparison I can think of is actually The Prestige (the one adapted as a Christopher Nolan film).

(1 edit)

Okay, right off the bat, the title menu is near unreadable. You put a pitch black framing around near white buttons with actually white text. The settings menu is then even worse, as I can barely even see the individual elements. Then the text for the ui for the skills and such is just too small. My screen is 1920x1200 (yes, it's a weird aspect ratio) and my screen is like 17 inches I think. The text looks to be about 3 mm at most, and is also stylized, thin, and not very contrasty. Other than that the takos shooting through the trucks with fast shots gives me little sense that trying to be skillful will do anything.

Edit: I was told I should try to give more clear explanations about things I point out. In case it's not clear, I was suggesting that the text and sliders in the menus need to be darker. The reason the black around the title menu buttons matters is that human eye often will judge contrast by the surrounding context.  The reason the settings menu is harder to read than the title menu is the lack of shapes formed by the difference between black and near white. The reason the takos shooting through the trucks with fast shots was discouraging is that it means having play offensively due to always being in danger, but with the threat that moving forward quickly to do so will result in an off-screen tako hitting immediately.

(1 edit)

This is a good example of why I always separate geometry from visuals. The geometry in this game is annoyingly fiddly.  For example, I wouldn't expect to have to jump to get on the sidewalk from a crosswalk. Other than that it bugged on the tutorial screen, so I had to exit and go back in. I also think a game that's this in-your-face about the speed and timer really should have better indications of where to go. On the first stage it felt like both direction were a dead end because there was no indication that I was supposed to already be thinking about how to get around obstacle. Then on the second stage I went in all three directions and found only dead ends.

EDIT: I was told to try to be more clear and look for phrasing in my comments that could be misunderstood. Let me clarify that by "separate geometry from visuals" I didn't mean that in any value sense. I mean literally in code, whenever I can I try to separate the two. I don't know how easy or hard that is in Godot, though, but in the case of level geometry some way of smoothing jagged bits or rendering things as just visual detail is usually a good idea.

So, typically in this type of game, the pool of bubbles that can come up only contains bubbles still on the field. Having to shoot off half a dozen bubbles to wait for one that can be matched doesn't feel good.

I think most of the minigames need to be a lot clearer as to what is happening and especially what controls to use. There were a lot where I couldn't tell what type of controls to use.

This game just feels too rng heavy. Several times I hit a vending machine and got sped straight into an off-screen enemy, and the sequences of enemies very often don't give any quick way to deal with them, especially given the cooldown on the shurikens.

I don't know if it was because of lag or not, but the intro cutscene felt really slow, so after a couple minutes I clicked skip. At that point it took a minute to load, resulting in the page complaining about being unresponsive. For the gameplay itself, I had issues with the floor just being too dark, so I couldn't tell where there was floor and where there wasn't unless there was a grey pillar nearby. The light colors chosen for the game page really don't help with that. I stopped at the second key, because I ended up repeatedly having to get Gigi back from the checkpoint and then Cecilia's throw didn't even seem to work consistently.

The blue dots are really hard to see. I'm also not sure where the timer was.

(1 edit)

The shape of the grem in motion makes it feel weird to get stuck on corners. That makes some sense for a guy running like in pizza tower (putting aside stairs), but the grem is round and spinny. Otherwise I think this has the same issue I have with most sonic games: the level design doesn't really mesh with the momentum mechanics. I guess in that sense you're in good company.

Edit: I was told to look for things in my feedback that could be misunderstood as defensive, with this comment specifically mentioned. Sorry if the "good company" statement above sounded derogatory. What I meant is that since the Sonic games (at least the ones I've played) are usually not criticized for the level design and are generally considered really good, the criticism might be more a me thing or something just not impactful enough on others to be concerned with. I still mentioned it as a thing to consider in the case that you agree.