graphics are really fantastic and I like the concept overall, I think, but the consequences of fight/trade/escape are not super clear, and it's not clear what's meant by the "cost" of these actions, what the numbers in the top left mean, and how many HP you have left, or how these things are related. i think there is an interesting game in there, though
Muscarian Softworks
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I enjoy the music and the VGA-style graphics for sure.
The title screen could benefit from some text like "press any key"
I found the collisions in the first level to be a bit off (projectile would hit the wall and disappear immediately if I fired while standing just below a wall).
There's also some possible issues with the second level -- I think there are supposed to be tiles for the background and some walls but only a grey background shows up and I run into the invisible walls. In addition the enemy got stuck at the bottom of the level at one point (see screenshot). I couldn't get past this part.
Okay, sorry to spam further, but I am in an investigating mood and did find that the error seems to come from the "save" value being set after the game starts to something like
```
"1{@24}962{@24}55{@24}2{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}0{@24}…" (this repeats indefinitely for several kilobites of data)
and then it tries to load and parse this
My guess is that, if you're using a web-based game engine, this might be a weird bug that only occurs on Mac for some reason.
I see -- I gave it a minute or two to load and it didn't seem to help. After popping open the developer console I see that it does load some assets over the first few seconds but then it spits out the following error:
```
VM8:1 Uncaught SyntaxError: Unexpected non-whitespace character after JSON at position 1 (line 1 column 2
at JSON.parse (<anonymous>)
at TN (index.js:3400:3313966)
at index.js:3400:3313984
```
When I click on the link to the source code causing the errors, it is minified but appears to have something to do with saving or loading the game state:
```
const _N = ()=>({
heros: [],
effectsVolume: .1,
musicVolume: .1,
zoom: 430,
progress: null
})
, uc = localStorage.getItem("save")
, TN = ()=>uc ? JSON.parse(uc) : _N() // this is the line with the problem
, E0 = TN()
, Nt = ()=>{
localStorage.setItem("save", JSON.stringify(E0))
```
Not sure why this would happen - looks like TN is called and is trying to parse the save state from localStorage, or else it calls _N. My localStorage has no "save" property (I checked and it is null).
I'm not sure if this is game code or engine code and of course there's no obligation on you to fix this, I just thought I'd do some further testing and let you know what I found -- I discovered this game via one of the asset packs you used, which was cool to see btw.
Really great game here. Took a second for me to figure out the use of resources in the turn-based combat but then I really appreciated the game loop of drilling around for resources to use in battle. Not to say that I was any good at it. The animations and sound design were excellent as well. Great job.
I think the game could use some clearer menu icons and transitions from menu to game to game-over and so on. As well as walking animations. These are pretty minor compared to the fact that you have a fun core concept to build on. The physics and controls feel nice to run around with as well.
I got wrecked by some green guy who could fly around in the bottom of a pit, also.
more thoughts after watching the VOD of honest dan playing:
- different background graphic for score screen when you survive vs. dying by hitting a platform vs. dying by hitting the ground
- better sound volume during the game, or option to tweak volume(s)
- more sense of progression throughout the fall, e.g. change in sounds or platform colors (there is a background noise about halfway through but it's probably far too subtle), more to the environment than the falling course so that you have landmarks
- fix stuttering sound issue
- fix mis-sized menus and backgrounds on large screens
Thanks for playing and for the feedback! I plan on changing the contrast issue once the jam is over -- I agree, you should be battling the physics, not your ability to see a platform. I may also tweak the physics in terms of being able to move a little more freely in the air; but the sense of impending doom when you miss too many platforms is also part of the game I suppose.
Thanks again!
I like the particle effects and the customization available. However it looks like some of the debug settings are left on in the web version (like FPS counter) and some of the graphics seem out-of-place. Overall a fun platformer that needs a little polish. The full version of Trigo Run will probably be very cool once it's done :thumbs-up:
I enjoy the art a lot, and the concept. Very challenging game. Seems like a good idea for a puzzle game and is on point for the theme. Unfortunately the web version crashed once, and it seems that the camera didn't follow the player as I went off screen.
Screenshot of error message in case that helps.