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McLean

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A member registered Aug 07, 2015 · View creator page →

Creator of

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Thank you! I don't have any plans to release it for ios (I've made ios apps before and it's a huge amount of work). But the web version should be fully compatible with ios.

(also you can use this link to go straight to the game rather than this itch landing page, and then use the share button to add it to your home screen)

Oh, good catch! Thanks, I'll include a fix for that in the next update 🙏

Thanks heaps! Impossible grants are rare but can happen. There are a few safeguards in the generation logic to help prevent them (eg if QuickWilt gets drawn as an ability, it will prioritise getting a Block-type ability to mitigate it) but the logic isn't perfect (and I think it's nice for it to be a bit risky to commit to a grant).

You don't start with any tools - ie, the dice start off to the side, ready to be turned into usable tools by your actions.

I think your comment gave me the itch to revisit this design space! I found an old prototype recently and polished it up, it's published here: https://mcccclean.itch.io/strange-streets

And thank you for playing - really glad to hear you enjoyed Strange Streets as well. And yeah, my intention for this one was to be a much more friendly & cosy experience (it was early in the pandemic and I was SO stressed out). I am delighted that people are finding ways to houserule additional challenge into it though.

Oh damn, sorry! What's unclear?

General gameplay: mark tracks from left to right. Often a space on a track will have an icon above it, indicating a consequence to marking that space on that track (the consequence is usually marking a space in a different track).

Ultimate goal: mark all 10 compasses on the A Way Out track

Loss condition: mark the last space on either agent's lights track

How to mark a space: scribble over it, strike through, put an X, color in, etc. All the spaces are just check boxes really (except the houses, which you write a number in)

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I don't wanna just post all the names in a comment here because a lot of the fun of the game is in discovering them - but if you download the game file (comfortable.p8 on this page) you can open it up in a text editor and the whole source code is there. The list of moves is around line 300 in a variable called celebrations... don't ask me what the calculations mean though, I've not looked at this code in like five years 😅

Oh my gosh! Thank you all!

@Kyjor my username is mcccclean same as here :)

Oh hey thanks so much! This has made my day :D

Oh it's so pretty! The clouds make such interesting shapes too, this is really neat.

This is exactly what I was going for, thanks!! It's definitely possible to spam attacks and rush the boss down but the goal was to have it be quite challenging unless you fight smart. (also yeah I noticed the ponder-orb situation too! meme background radiation bleeding in to game jam work)

We've all been there 🙏

I think you're 100% right! It's a bit floaty, and there's actually a bug where in certain situations a jump launches you in totally the wrong angle. I'm gonna see if I can tune up the character controller and release a post-jam version with much tighter controls.

Godot's so neat! Yeah, I had ambitions to include more interactive things inside the sanctum (including having it expand over time as you progress in the fight) but cut it for time. Might add it in the future though!

Holy hell you can click fast!

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Oh I'm sorry about that issue! Yeah it seems like there's some problem with the movement code that causes it to behave really weird on certain machines. Hoping to fix it soon - but thanks for playing through anyway!

Edit: I think I've fixed it - the latest version hopefully won't be dropping inputs. 🤞

Oh cheers, thanks for playing!

[fully two years later] Yep, it does mean resources!

Regarding the dice rolls, the intent was that everyone shares the same rolls, but it works just fine with people rolling their own dice (although it reduces the amount of interaction between players -- when sharing rolls, you can see who made the best use of the luck they got, whereas when it's separate it's a bit more arbitrary-feeling)