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Meticulac

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A member registered Apr 26, 2024

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I think I'll put down some thoughts here from the process of making this game:

First, I was going to try and make this using Microstudio, but it has a build-in scaling system, and I wasn't feeling comfortable with how it was working, so I switched over to using Bitmelo.  I'll still probably want to try out Microstudio for some things, but maybe something higher resolution where I won't care about things getting distorted as much, maybe something that relies more on geometric drawing commands than pixel art. There's a whole other player character sprite I didn't get around to exporting form there and importing to the new version of the game. that looks more like I'm riffing on Castle of the Winds since that's the first rougelike I played, though obviously I didn't get to implementing the sort of mechanics from it I would like.

Secondly, it was probably a pretty big mistake to try and store directions as strings instead of vectors, a good chunk of development was just on mapping direction values around properly so as to use them to make some of the enemies navigate by hugging walls.

With level generation, I clearly should have started that earlier. The first and second levels were initially made to test moving the player character around, getting simple enemies to work, and having stairs between floors. The bottom three floors use the system I tried making first, which is a recursive division algorithm. Unfortunately I couldn't figure out what was causing rooms to be made with zero width when I thought I had made sure there would always be some open space between walls. But unfortunately there's still a chance of two layers of walls getting built next to each other and blocking off each other's doorways, potentially making the level impossible.

The top level is a binary tree maze, which isn't as interesting but at least works more reliably.  I'll want to take the time to practice maze and level generation algorithms outside of jams just so I'm more familiar with what works and can get something working quickly.

Aside from all the above issues,  I didn't get around to implementing combat beyond having to avoid letting anything touch you, or the stealth mechanic that I was hoping would be a big part of the game. Collecting a gem and taking it to a side room to a statue to bring it life was just something I put together last minute, and the name is just something I made up on the spot in a failed attempt to fill out the form and submit before time ran out. In fact, of the three games I have on Itch, all of them were meant for a jam and submitted late, except maybe the WTF which was either submitted with a small amount of time left or allowed as a late submission.

This time I was hoping to try and finish the day before the deadline to avoid such last minute submission issues, but there was just stuff going on at the house that day so I wasn't able to devote nearly as much time then as I would have liked. I think next time I do a game jam I should tell people around me that I'm doing so, so that they know I have something specific to work on that has a deadline.

I have a very incomplete game, and trying to work on it last minute forgot that setting up a project can take more than five minutes and ended up missing the deadline by two minutes, so I figure I'd link it here. https://meticulac.itch.io/mystery-of-statue-reserve

Things I'd like to improve on in future attempts: 

The level generation does now work very well, I tried to implement recursive division but it often puts two layers of walls together which blocks the doorways.

I did not get around to making combat substantial, instead just having it be a matter of evading everything, so aside from better time management in general I'd like to work on that.

I see something in the code documentation about tilemaps having layers, but I don't know how to create  or switch layers in the editor. Is this available by some means that I just haven't noticed, or is it not implemented yet?

Thanks for clarifying, in that case I probably shouldn't have messed with the project files at all before making the build.
I have the game uploaded, and I'll send you the link, but to keep thinks simple I'd rather just not enter the game into the jam if there's any uncertainty.

I was waiting to hit the join button until I knew I had something to upload. Since I took so long to decide what I was doing and what game engine I was using, I was about to finish things very last minute, and then GameMaker froze, so time ran out while my computer was rebooting.

My game is not all that developed, so if I had more time for the actual development, I should probably make the game have some sound and animations, and I guess additional levels to make sure it's five minutes of game, but mostly I'd like to just upload the game.

If you'd rather I just upload the game without submitting to the game that's fine as well, I'll just show it to my friends and see how things go next time I attempt a game jam. Either way, thanks for hosting it, and I look forward to playing other people's games when I wake up later.

Very nice! One potential issue I ran into was that if kill the manager, reach an ending, and play again without refreshing the page, the manager will already be dead the next time you reach that room. Which I guess could be convenient for getting an ending quickly if you got all that way only to miss something important for that room and leaving, but I don't know if it's intentional.

It is a bit odd that leaving after you collect evidence but without burning the house still counts at leaving it as unsolved, but I guess anything else wouldn't really fit the theme of the game.

For instance, I could imagine trying to take the heart to a medical facility for treatment, and maybe installing big dialysis machines and stuff in the house so it's not relying on human sacrifice rituals, or even seeing how a court of law might try to figure out how to make a horrible monster-building stand trial, but that seems beyond the scope of what this game is going for.

The questions this game leaves me with are interesting, and I'm sure the imagery I get from thinking about them will influence my own work.