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(Edited 1 time)

You're kind of narrowing your potential audience with a VR game, that could explain the divergence of clicks to downloads: "Ooh cool looking game! Too bad I don't have a gazillion dollar piece of equipment...

Diversifying with a non-VR game might help. Alternatively, getting some of those sweet, sweet Normie Eyeballs with some Facebook Ads.

The water monster waters the plants, that's how you get berries.

I really dig the retro pixel art on thins one. It feels like an NES game. 

Also, coming off of Ramifactor's Rusty Blade, killing things makes me sad, so I am attempting to do a no-kill run on this one, we'll see how I do.

Also, I appreciate the infinite 1-ups right at the start. Thanks!

This is very good. But you should know I'm a bit mad at you.

I like how well it works as both a score chaser game and as a little slice-of-life story. I also appreciate the last few moments of the game. Having the option to just sit and fiddle with my phone was a cute touch.

Every step of this bucked my expectations. Thank you for this well-executed little insanityfest.

It's very neat! The boss was very satisfying to explode.

I reached a point where enemies stopped spawning though...

Posted in Morino Monster

I've been doing a lot of canning lately, but inbetween that I've managed to overhaul the art and design a level for this game:

Because I can't help myself, there IS a secret minecart level to discover:

I'm almost ready to post this version, just cleaning things up.

I try to make a point of not getting into arguments online because disagreement so easily comes across as anger. So I'm prefacing this by saying: I truely appreciate your input thank you by taking as much time as you have trying to improve my little game.

However, this game is built on the premise of modifying the space you're in to progress through the game. I would rather offer the pure experience to those who are willing to play with me in this space, then dilute it to try and appease people who are already less interested.

Most games require some inconvenience to the player, you can't play Mario Kart without first making a friend who owns a Wii. You can't play Chess without first taking the time to learn the rules. I don't think I'm off base by asking people to turn on their webcam to play my silly little game.

I'm going to include mobile controls and light sensor support eventually, so it can be played more widely

It's more about trying to follow along with the spirit of the cart. My challenge was to make a game that reacted to the ambient light, can't do that without SOME kind of user media input.

Posted in Morino Monster

Put up a playable build today. It's pretty awful, but it does have some puzzles, and you get to play with the lightswitch mechanic a bit.

Replied to Gonzalo in Morino Monster

The monsters turn into stone during the day, which is helpful because they will attack you, but also less helpful, because you need to use them to solve puzzles.

Some doors open and close depending on time of day.

The various kinds of fruit in the game, (You feed fruit to monsters in order to befriend them) are harvested in different ways, usually involving switching between day and night mode.

Created a new topic Morino Monster
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I'm a sucker for silly gimmicks, so I got very excited over the prospect of having a light sensor in a game cartridge.

Since most PCs don't have a light sensor, (That would be too easy) I decided to use the webcam. My first bit of difficulty came because while Construct 2 can grab camera output, it can't interact with it in any meaningful way. Installing the Canvas plugin let me test the brightness (I averaged the RGB values) in points scattered across the output.

My next bit of trouble came from the fact that webcams correct for changes in ambient light, meaning that while I now had a number for how bright the camera output was, It stayed basically the same. Only testing points around the edge of the output (to avoid the player's face) and only looking for sudden spikes or dips in brightness got me the effect I was looking for, Turning the lights on and off changed the time of day in game.

It just tracks how many points you get for your element rooms when you cap a tower, and at the end of the game. 

Does that answer your question?

Whelp, you're smarter than me, I had a run-in with Python once, but it got the better of me. Welcome to itch!

Hi! Thanks for the follow!

Your stuff looks really cool. I'm most excited about the Makey Makey connected board game.

Thanks for playing, by the way.

When you resolve your mining dice, first you place each of them on a mine. Then you Reroll each of them. If the new roll is greater than the depth of the mine, you get the payout in gold. 

Does that help?

You've gotta protect your drone bays, how early in the game did this happen?

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Okay, I've finished it! I was sure it wasn't beatable, but it turned out I wasn't doing something wrong, I was doing the wrong something. Very clever!

I kind of had three phases to my playthroughs.

  1. I just enjoyed being able to solve problems different ways,
  2. I obsessively mapped out decision trees trying to brute force a win
  3. Once I realized such a win was impossible, I just tried to find a new way to approach the story.

The writing is nice, it's a good timeless fantasy bit, like the best early 90s IF.  I especially like the verbosity of the reactions to wrong options. Nothing feels like it was rushed through, everything seems viable when you try it the first time.

For the purposes of this jam, consider getting a score higher than 90 the goal of this game.

Get the PDF here

Hello everyone! This is my newest Print and Play game. It's a sandbox game about building a palace with the help of a bunch of uncooperative Dwarves.

Crazy! I just released this today: https://metalsnail.itch.io/hall-of-the-dwarven-king

If you want to make VNs in twine there are a couple of skins that make that easy on Glorious Trainwrecks: https://www.glorioustrainwrecks.com/node/5163 (These are for use with Twine 1)

And Construct 2 is dead simple. I'm kind of an idiot, and I have no problem with it. In all seriousness, though, there's a bunch of drag-and-drop stuff that means you only have to touch the visual scripting when it's Absolutely necessary.

Hey Sokky! Fellow visual artist here. 

I strongly suggest picking up Construct 2 or Twine and signing up for a bunch of game jams. Forcing yourself to make a lot of tiny games is the best way to grow as a dev. (Remember the old adage: "Your first ten games will suck, get them over with")

If you ever need any help, hit me up. I'm pretty busy as a rule, but I'm happy to answer questions.

Thanks Mister!

You've got some good stuff there. Thank you for making it free! 

Welcome aboard!

This is QUITE good. I love the 90s Mac look.  Exactly the kind of solo Print-and-Play I like best. The kind with a decent story and no cutting.

I don't quite understand... Are players taking turns? Or are they rapid-fire rolling over and over again?

If the former, then once a player gets in the lead, couldn't they just take a long time rolling to let the timer run out?

If the latter, how are you resolving dice rolls in real time?

Leave your politics out of my- Sorry, I don't know what came over me there...

I like this game for two reasons: 

  1. It's mechanically similar to that dots-and-lines game everyone has played before, so it's easy to understand.
  2. It simulates a real-world system in a very easy-to-understand way. 

The art is cool, but I have the feeling my printer is going to revolt. 

The way you use the icons to make sure a player has correctly solved the maze is ingenious. Very clever!

You went all out for this one. 

It's neat to see a micro drafting game, normally drafting would be difficult because the players can know where all the cards are, but here, that seems to be the point.

That theme though!

I'm not entirely sure how to play, it seems like the rules aren't quite finished?

Also, for a two player game, it seems a little unfair that one player might be stuck with a single zombie...

This seems like a beautiful experience, like a more relaxed version of How to Host a Dungeon.

I'm definitely going to be playing this with my siblings when they come to visit.

This is a super fun little romp. I've tried my hand at a one-page dungeon crawl before and it isn't easy. Visually I love how it looks like something that somebody made in math class while they were wishing they could be at home playing D&D with their friends. I appreciate that each of the scrolls does something different. I love that you can play as a skeleton, whose special ability is that skeletons don't attack them.

This seems a lot like the kind of stuff Experimental Playground makes. You should check them out!

I like how simple this is to play, but how much possibility space there is in it. 

It feels like player choice doesn't have much impact, but I suppose there's exactly enough to make it not just a rapidfire dice-rolling carnage.

This is a game I would lose.

BUT! Super neat to see what is essentially a physical sport in this contest. I feel like the set-up, where you're basically making a bet that you can hold a pose for a set amount of time - a bet that your opponent has to accept - is going to lead to situations where both players are both just capable of doing everything and get bored. 

Maybe if times go up whenever somebody completes a pose? Or if you have to do strings of poses?

I may just be underestimating the power of fatigue.

I like the central choice of "Do I move randomly for free or lose progress to choose my direction?". The really simplistic rules and aesthetic make this seem a lot more approachable than other dungeon crawlers, I could imagine this carved out of wood at a pub, for instance.