To be completely honest, the delay was added because the AI was too quick... It's fairly optimized and actually did its moves instantaneously, which is why I added artificial delay. Still, it could be that the AI needs more time to think in WebGL as well, so it surely is something I'll have to look into!
lancelot1106
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Thanks for all the feedback!!
The delay has been addressed a lot, and I wholeheartedly agree. The unity editor itself had only a second delay, but it tripled in the WebGL version for no apparent reason. It's definitely something I'm looking at to make the gameplay faster while not interfering with clarity.
Drawing the registered path is something I wanted, but had to cut out due to the 48-hour time constraints. Indeed, it would improve things to make it less memory based!
The problem with preselecting characters would be when more than 2 Bones appear in a level. If one is preselected it might make it trickier to code everything correctly. As for the R, it's displayed in the first 2 levels, but perhaps it would've been better to keep it throughout all the levels. :)
Anyhow, thanks for all the feedback, I'll definitely keep all of it if and when I go for a full post-jam release!
Thanks for the feedback!! I did realize that taking the longest route possible would make phase 2 easier, but for 48 hours I didn't want to ruin what I had by mixing up the tile movement distance or the Bones walking distance. Still, I'll absolutely keep that in mind if and when I create a full version of this!! Thank you so much!!
Thank you!! I'll absolutely keep making games, especially with my bachelor in game design coming up!
I do agree though, the delay is too long. This was a lot shorter in the unity editor and personal builds, but it seems for some reason WebGL likes to slow things down, nearly tripling the delay. On the other hand, no delay could've caused confusion as the AI could possibly move a frame after you've made your move depending on the number of calculations needed. Besides that, thanks for the feedback on the non-intuitive pathing, I'll be sure to look into making it more straightforward if and when I create a bigger version of the game.
Still, thanks for all the feedback! It helps a ton!!
Thanks so much! I do realize the tutorial was a band-aid solution, but I'm glad you could easily grasp the concept! The top-down tilt is something I realized too late, but that would indeed be a great addition in terms of accessibility, so thanks for the tips!
As for resetting the puzzle back to Midas, that's what the R button does. When failing a part, it won't reset the entire level if your solution with Midas was correct and you'd only need to adjust your path with the Bones. However, in case you do realize you took the wrong path with Midas, a simple press of the R button should reset the level in its entirety!
Interesting and fun implementation of the mechanics, even if some parts could have used more clarity. It became clear to me quite quickly that different characters had different movements, but I couldn't for the life of me remember who was who at the end (perhaps that's just my short attention span). It could also be an idea to have the characters leave behind some kind of trail, making adjustments to the level easier and more predictable!
Very interesting concept, even if the goal wasn't very clear to me. At first I thought it was to have the hero fall through what seemed to be your "pitfall" character, but when the hero walked right over me I just started cheesing it (sorry :) ). Made it through quite a few rounds but no new stuff other than walls became available, so I'm wondering if I did something wrong. Even so, the concept definitely has great potential!
Thank you! Glad you like the concept!! And as for the art, the in-game assets were all made by Kay Lousberg!
Just bought this, and currently cutting the sprite sheets into multiple parts because they're too big for unity. Does mean I'm instantly seeing all the little things, like the cars and frozen posters. Small enough that most people playing a game that uses these sprites will likely not notice but I'm absolutely in love with those tiny details!!
Looks pretty much finished, just sad there were so few levels cuz I could have gone on much longer. Loved the little traps (like the gate that's 16/15 and doesn't open) and they make this a good puzzler. It did get quite a bit easier after I found out you could keep cycling through 4 squares and eventually you'd get the dots on the dice, but overall a great game!
Nice execution of the theme, art style and gameplay really complement each other. Takes a little while to figure out how to influence the die, and the hitboxes are a bit confusing at first (felt more like a box even though the flames had different heights), but once you get the hang of it it's quite fun to play!
Great implementation of the theme, and love the dice are used for basically everything. Did get really bad rng sadly, so died at the 2nd enemy, which caused the game to crash (it respawned me at the start of the level but I couldn't do anything anymore). The art style did really complement the way the game was played and was really cute.
Interesting concept, even though it only briefly touched the theme. The objective wasn't really clear but through the environment it slowly dawned on me, mostly when I saw the flies (if that's what it was). The controls are incredibly difficult and need quite a bit of practice before you get the hang of it, especially since it looks like a spherical camera (maybe cylindrical would be better for turning left and right, but for 48 hours still impressive), but overall quite fun to mess around with.
Really fun take on the theme! Nice art and sound design complement each other. The rounds may take a bit of planning but I like it a lot. Also really nice that the dice show exactly what they can roll, but found that out after 2 rounds. Wondering if that's decided by rng within a limit or predetermined. The only problem is the difficulty. At times it seemed really easy, and over half of the fights were done within the first round, not really requiring to think long(er) term, build up courage, or strategically cancel moves. Mostly I just focussed on rolling a reload (3/6 on a die) and a gun (2/6 on 2 dice) and that's basically the end of the fight.
Looks very clean and polished from the outside, nice 3d art, good music, and fits the theme, but when playing a few bugs shone through when playing. If an input is given within a certain timeframe after the previous input, it eats the input and you're forced to choose a different direction. When the AI hits an outer wall it seems to freeze up and forces a restart, and the attack never seemed to work (even though I had points left). Probably needs some polishing but could be really fun
Thanks so much, glad you enjoyed it! And yeah, the double jump was unintended and most likely a side effect of the coyote time an absolutely intended mechanic ;) Probably could have taken out some cheese by placing extra spikes as a bandaid within the 48 hours, but too many spikes could make the game feel unfair.