it should be possible to programmatically recolour as desired on the fly, though obviously that would be a lot more complicated
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first off i want to say you've done some great work here. it's really pretty too.
i've noticed some bits that might do with some more polishing, though - most obviously, having to enter every level to see if there was postgame content isn't the most engaging mechanic i've ever encountered. if there was some way to visually distinguish them, that would be a significant improvement.
having to backtrack with the [postgame spoiler] could also get quite painful - having some kind of shortcut system would be great if at all possible.
the ghosts speeding around corners was rather unintuitive - maybe if they signaled which direction they were going to speed in that would help?
lastly, even though i see in the devblog he's been toned down, i still have no idea what's up with greg. i am absolutely going to take a look at the love file and see if i can get a handle on how he works - it almost feels like he's predicting my moves, but only sometimes?? and then like, trying to block me off or something?? weird.
anyway, thanks again for this, i've really enjoyed it.
took me a while to read this one but i'm so glad i did. someone else in the comments calls it cathartic and that really is just an excellent way of putting it. it's so blessed [hah!] and cute and gay in multiple ways
saw this on alpha beta gamer's channel. unfortunately i'm on linux so can't play it myself, but this project looks really interesting. i love the monster design and the atmosphere you've made, good stuff!
nope, no tutorial =] you have to get to the next base/ship/ect in the story. there's a little number in the bottom left-hand corner of the display that tells you how far away it is. i don't know if the angle number means anything.
very nice! got to 3xbi and couldn't work out how to proceed, but really good stuff. could do with a reset button so you don't have to switch between levels when you want to clear the board and start over, but that's pretty minor.
hi =] i hope you don't mind me asking, but what happened to super benbo quest? i was really hoping to purchase a copy now that i've got some money, but it's not on your profile anymore and the old link i had gives a 404
if you'd rather talk in private or something, i can send you my email
this was pretty excellent, a great followup to parsnip! trixie is delightful, i can definitely see a lot of myself in her =] still some typos and whatnot in a few places but that's to be expected with such a large amount of text.
the music is fantastic! i really like the way each character has their own variation [parsnip's character remains a blessing on my life, aha]
while i do think i preferred the previous game's artstyle, having to scale down to something easier to make is completely understandable and honestly it's still really good.
one thing i will say though is that bell's route seemed to be a lot more fleshed out compared to heidi's or gregg's [the latter of which had some stuff that quite broke the immersion for me, though i'll not spoil it here] - though perhaps this was just due to me playing bell's route first and using the skip function on the others.
i really appreciate the reveal of how bell and LeRose are queer =] absolutely looking forward to playing the next installment!
hiya! i bought your other games in the sale, but figured i'd play this one first to get myself up to speed =] it's very charming!
i had a lot of trouble getting it to start [i think it and the itch.io app just don't play well together for some reason?], so i was worried at first that audio was broken since there was no music [certain endings aside], but i guess it's a stylistic choice? some of the sound effects really varied in volume though [the background ambience of birds was next to inaudible, for example] - you might want to reexamine the levels if you ever return to this
the art is absolutely beautiful, really lovely to see!
it did seem a little sluggish and slow to respond to input, but i guess that's probably some limitation of the engine
some of the apostrophes got replaced by question marks, which was kind of distracting; i really liked that one gag with LeRose's speech though, haha! i just wish i could have seen the whole thing
also parsnip is such a blessed sweetheart. i love him
very excited to be moving on to your next titles!
been playing this a lot recently =] it's very relaxing, but i'm also having some trouble... i had a roach surrounded by hundreds of locust corpses and it still went extinct - meanwhile locusts seem to be able to survive to reproducing age on nothing but air, despite the planet being covered with air combs =[ not sure what's going on with that
also, some of the logs seem to be a little broken - text going outside the bounds of the box, "\n"being visble, and a couple of typos here and there
lastly... if you ever plan on updating this in the future, would it be possible to add something like a "creative" mode? i'd love to be able to more freely experiment with different synergies without having to use a meteor and hoping the space doesn't get colonised by the neighbouring plants in the meantime =]
i played this and a few of your other games with my girlfriend after watching vinny vinesauce play it on stream. your work is fantastic and honestly inspiring, seriously. thank you for making these.
the game crashes when i press x, but this was incredibly good and i love it a whole lot. it's really sweet and the wierd, haunting, surreal vibe resonates with me amazingly. the way i got the good ending the first time was a bit unexpected, but this is probably one of my favourite games of this year.
to anyone who plays this after me: don't worry about locking yourself out of the endings. any time it's possible to save you can still change what happens.