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kettek

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A member registered Sep 30, 2014 · View creator page →

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Awesome, I'll check it out! And yeah, save updates until jam is done. :)

That is okay! Thanks for submitting!

Let me know in the discord about any networking discoveries or disappointments -- I've been thinking of writing a network library and covering all the basic stuff like player joining/leaving/messaging but in a way that's more palatable to Ebitengine's design.

Most of my frustration came from the trailer itself jumping towards its side when the angle got too great, as if there wasn't any weight in the trailer nor grip to the wheels. As far as I can tell, the forces acting upon the vehicle+trailer aren't taking into account the hitch's own rotation and forces that applies. Also, probably the biggest contributor is that the there is no actual state to the turning direction as you would in a real vehicle (e.g., the tires turn to face a direction and remain there until you counter-turn them).

I think most of my gripes would be solved by retaining wheel turn state and making the trailer more weighted or have it have a higher drag amount when lateral force is applied. Not certain what your model is, just some thoughts.

A good idea for a game! I hope it's okay, but I do have the following inputs:

  * 1. Typing random gibberish isn't that fun -- it's more entertaining to type words in reverse for your own language. I know this can be a bit iffy to just target one language, since there are so many, but I'll say that typing gibbering in reverse using only standard ASCII isn't quite as good as it could be. Pulling from a generic dictionary probably would've been good enough.

  * 2. Picking up a keypress should only tie it to "one" of the current on-screen words. I noticed that it would solve for multiple words _as well as_ multiple repeated characters. For example, if you hit "h" and there was a word with "h" and another word with "hh", it would solve for both. This doesn't feel quite right in my opinion.

However, I loved the idea and am only nitpicking. Oh, also, typewriter sounds would've been cool as well.

I was stuck until I saw another comment on hitting "Shift" to reverse gravity. Not certain what the original intent was, but I found spamming it without too much excess led to the best gain in vertical momentum.

Aha, liked the gameplay shift that occurred. A pretty fun idea and it worked well.
I did take a bit to figure out how it worked, with "up" meaning aim up and "down" meaning aim down, as I just thought of it as "invert", meaning "up" when you're flipped would be "down"

Once it got after the first fish, I think it should've sped up more, but it's probably okay for a gamejam game.

Nice artwork and decent gameplay! I got a little frustrated when I didn't have quite enough time to back off and take a different approach. However, good job, nice and simple execution.

Unfortunately, I didn't get how this game worked. At best, it seemed to be just a random chance to be correct or not? But, I don't know Japan's trains and how they work, so maybe if I did there'd be some way I could figure out how to make it work better than a coin flip...

Amusing game!

I got frustrated a bit, however, from how the trailer worked, since it isn't how real trailers work with cars. The pivot points were wrong and the tire orientation/rotation wasn't taken into account, which is very important for backing up trailers...

I very much like the idea, I think just my own experience with how to reverse and turn with trailers made me get very frustrated.

Regardless, good job, and I think I just had some problems adapting to how the game works!

I absolutely love to see someone else do networking!

I had fun racing my friend around to collect the barrels and whatnot. I do wish that games would wait for people to join before starting, as I lost my first match since I missed about 10 seconds from the start.

Very cool. I did notice some teleporting, but that's to be expected.

No clue, as it is just Go WASM like every other game here, just a bit larger in file size. You can download the windows, linux, or mac binary and run that.

You flatter too much! I probably shouldn't say so, but I really missed having a complete game from you this jam, though I am glad for the effort presented. I hope for and look forward to next year to see more of your talent. :>

p.s., hope you saw the moof -- it was mostly because of reading up on Susan Kare, but that was ultimately due to seeing a certain icon in Discord.

Thoroughly glad you enjoyed it! Tidbits of lore, I think, do a lot for the end-user/player to fill in the blanks of experience. I know whenever I've played a game that has some tiny aspect of something weird/unique/different, I immediately begin to formulate more about what that universe has to offer. Honestly, having even a tiny bit of lore presented can cause a lot of imagination to occur.

Glad you found it fair! I think so as well, but I do want to add hints if you die at a boss one or more times to improve the player experience.

Also, that the level after you get the shield was one of the few levels I worked on directly, haha. I should've put more direct hinting, including the keys/buttons necessary. However, with the aforementioned hint system, I would like to have it so that if you die 1-3x in a map, it presents hints in an increasingly obvious fashion.

Thank you very much for playing!

Really cool rendering! I'll admit my lack of patience made it so I never actually got to the first enemy -- was close, but the game ended as I approached. Platforming was pretty tough due to both the camera and how fast the character falls. I think with a slower falling rate, it'd be a bit easier to get used to. Character rendering looks interesting and as if done by a shader or something as well.

Isometric felt a little claustrophobic, but that might also be because of the darkness.

Very neat graphics rendering! I am envious of your ability to do such interesting things with shaders. :)


I hope you're talking about the GPT portion! If it was the browser, it can take 10+ seconds, depending on your internet connection due to downloading around 75M of data. If it was the GPT portion, it has a chance to fail, unfortunately, but you can retry in the GPT Option menu.

I have become a Tetriverse Master! Excellent little game. I think it was level 8 that I got stuck on for a while. Decently addictive gameplay :)

Strange, it should've! Sometimes it fails to return the results, in which case you can try again, either by reloading or going to the GPT Options menu.

Thank you!

Thanks for the input. If I had more time, I would've liked to give more hints or some better visual indicator for the paths' malleability.

How exactly is the pathfinding for building things broken? I never experienced any issue, as it only denies placement for paths that would block enemies' paths to the crystal (perhaps it was this? Also was not explained in-game)

Sure! I have no proper streaming scheduling, however I'll do so when I find the time @ https://www.twitch.tv/kts_kettek

Ah, okay, I was unaware of that, although I should've realized it would at least need those assets to even run -- thanks for the info.

Awesome, thank you.

Great, glad to hear it!

Thanks a lot for this. I'll give it a try with my current project so I'll at least have something to catch my user errors.

I'm in the habit with quake-style consoles in general to have the console immediately begin receiving keypresses on activation rather than waiting for the slide/fade-in effect to complete. I think that if the view is already becoming obscured it makes more sense to redirect input at the same time as you can't really see what your input is effecting anymore anyhow.

This is quite heavily due to my unfamiliarity with ruby, but the lack of helpful error messages is killing me. Using an incorrect operator or bogus if check should not result in errors like "stack level too deep" or the even worse nil thrashing error that tells me absolutely nothing about where it is coming from.

I am very much doubtful of the "(yet professional grade)" statement on the tool's page, as it feels a far throw from that. Professional grade does not leave you feeling SOL when a simple syntax error occurs.

Further verification shows that it is fine if I simply symlink to the dragonruby programs in their unarchived directory rather than copying them elsewhere.

This thread, it seems, should be ignored.

Hmm, this might be a separate issue, as it is working if I run dragonruby from its unarchived directory. I had copied it to my local binary PATH, but that seems to be problematic.

Running on Arch Linux and got the above error. Tried to simply link it to my system libudev with `ln -s /usr/lib/libudev.so /usr/lib/libudev.so.1.6.14` but that only resulted in `Couldn't create game context: Failed loading udev_device_get_action: dragonruby: undefined symbol: _udev_device_get_action`.

What version of libudev is the Linux binary linked against?

I'd be interested in a de-obfuscated version of Facetious Puzzle. :}

Sweet. I'm certainly going to both break down and comment the minified/obfuscated version as well as rewrite some of the structures to be more traditional for explanation's sake.

Hah, very interesting encoding going on in the original post -- hadn't thought of doing that. Nice job on the 250 bytes update, tho!

You can either play on the project page or just copy and paste the provided code into the browser developer console. :}