You're correct about tunnels. For multiball, you both lose the multiball and the ball.
Recent community posts
- For Bumpers and Ramps, you are using the sum total of all scoring zones of a type.
- The 10 points per set of Targets is in addition to the 5 per target. So, yes you have that correct.
- You write the sum of the dice in a Tunnel, and it gets doubled for scoring. So two 6s would be 24 points.
- I'll definitely take all of these confusing bits into account moving forward. The intent was that you use the sum each time, but I might make another table use dice splitting like you mention, that could be interesting.
Hey, thanks for the feedback, I'll make some clarifications in the rules in the morning. But for now:
- Yes, one player is Seagulls, the other is Seals.
- The card stacks are face-up, so you can see what your opponent will be placing.
- A line of cards is a straight line, either orthogonal or diagonal, with no bends.
- A card is connected as long as it is adjacent to another card that is part of the contiguous group of cards with the anchor in it, regardless of arrows.
Hey, thanks for making this. I love how gentle failure is (despite it being a bit frustrating in a Getting over it kind of way. Y'know, the good frustrating.) I also love the tension of trying to proceed vs. seeing what all the different characters are. And even though I've played through twice, I kind of want to figure out an optimal path for a speed run.
Thanks! The difficulty ramp is intentional. The game isn't exactly done, but the completionist challenge was definitely meant to be hard.
Try going for as many stars as you can in the first few levels.
I think the motivation needs to come from creation, not attention. Make the games you want to play, so you at least have an audience of one to get you through the lean times.
The more games you make, the better they'll be, and the more likely someone will be to stumble upon them. You can speed up the process by entering game jams, or collaborating with other creators.
It's not inevitable that you'll get famous or be able to live off of your game designs. But it IS inevitable that you'll learn a lot that will be widely applicable in the process. (Game design is like a free liberal arts degree. It makes you more capable at lots of things, if not more qualified)
I'll just say I agree with the previous poster about everything positive. The aesthetic is spot on, and once you get a bit more movement under your belt, trying to navigate around obstacles and flying heads is a fun puzzle.
That puzzle seems like it's the core of the game, and I feel like you should lead with that, maybe give the player that first upgrade right off the bat, since getting enough gems for it seems like a bit of a die roll.
I'm actually pretty happy with just the single enemy type. It lets me just kind of zone out and map out optimal routes without having to juggle a bunch of different enemy movement patterns.
The audio could use some work, but I'm sure you know that.
All in all I'm quite happy with this as-is, and I can't wait to see what you do with it in the future!
I haven't played your game, so I'm going to base my critique on the video and itch.io page.
Your game has a very early 2000s shareware vibe, and you could stand to lean into that a bit more, look up promotional copy from games of the time for ideas maybe.
Also, all the trailer tells me about your game is that it's a twin stick shooter. Consider your game next to others of the same genre. What does Maze Quore do better than Nuclear Throne or Thoth? Or like, Smash TV? Make the video about those things.
Also also, temper your expectations. More videogames were made last year than between 2006 and 2014. The audience is spread a lot thinner than it used to be, and a lot of finding your players is luck and hustle. Make yourself prolific, release a lot of small projects, or collaborate with people more popular than you.
I hope that helps.
It's neat what you were going for here, like "Passage" but more gamey. I'm still not sure what the dogs do, but hey maybe that's the point? (The beauty of art games)
If you're looking for bugs still, the level randomizing has a habit of trapping me in a corner, (But hey maybe that's the point?), and it IS impossible to restart the game without refreshing the page.
I don't know how I missed this comment. Sorry.
I have had a good bit of reaction. People like the gimmick, but the other puzzles tend to confuse them and that's on me, I should have dialed the intuitiveness way up on this one if I also wanted to require players to run across the room periodically.
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.
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!
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.
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.
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.
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.