Gates are a really interesting idea, somewhat similar to "replacing track sections" other jammers were using but way better looking
Kuorell
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It's like "reverse training" poisoning optimal solution with random values, so yeah, simulating.
Decided to go for a "feeling" of trackmaina training video over a resource-intensive re-creation, so that it runs well in the browser. Coolest surefire solution would be using actual samples from training, but that would skyrocket loading times or feels to same-ish and you can't edit tracks after that
Training against optimal trajectory in every position (instead of distance / lap times) results in same effect as now with a lot more CPU usage
I guess most people were confused because bask looks like a left arrow, so why does it move right?
It can actually pack a lot of strategy if you would increase difficulty & increase hand size to invite more decision making, the way piece behavior is distinct, turn based and pre-determined is solid foundation. Also the game looks nice. And yeah roguelike shops are never truly random and that helps a lot
I aspire to produce something this polished during a jam. It's a shame it has so little ratings right now!
If you were to keep working on it do you have any thoughts on enemy actions?
Usually roguelikes do telegraph, but it wouldn't work because you can't aim, so it feels like either Expedition 33 style dodge / parry or focus on plenty of status effects / elements instead of damage & block.
Super interested what you have in mind
Wow! Not just it has surprising number of levels for the jam game, idea is clever and narrative additions don't interfere with ultra fast jam pacing and i really like that bear overseer art.
But highlight for me is skipping levels hotkey for puzzle games. Sometimes you solved it in your head but struggle with execution, fine for a full game, ruins it for a jam game. Doesn't ruin this one though it lets you move forward!
I am really surprised roguelike don't tap into avenging the fallen concept, this part is great!
As for controls / mechanical feedback: sadly we can't update games anymore, but if we you are taking it to full release 2d combat golden rules are:
- your attack collider is a bit bigger than animation that shows it
- your character collider is a bit smaller then the sprite
- some of screenshake / jitter / pushback is almost necessary for melee, otherwise your attacks feel like they didn't meat any resistance.
- If we are talking samurai theme I would probably also expect moving / flashing forward slightly with each attack and maaaybe parry bullets if attack cooldown is long.


