Thanks! After reviewing is done, I'll push a fixed version.
Recent community posts
I'm getting this error a lot:
game.js:54 seed: 6601925067800575
mob.js:31 Uncaught TypeError: Cannot read property 'occupied' of undefined
at Mob.destroy (mob.js:31)
at Mob.act (mob.js:49)
at Engine.unlock (rot.js:6924)
at Player.handleEvent (player.js:361)
>I apologize that the feedback was unclear/unpolished, leaving you with a sub-par experience. I hope you at least enjoyed yourself somewhat!
Don't apologize for the "experience". Everyone here is here for seven day jam games. The experience is playing a game that was thrown together at the last minute. A raw, unpolished micro game that tries something interesting, something new. This game isn't subpar, it's the best of that experience.
Did I enjoy it? Who brute forces a game they don't enjoy? :)
There was an old series of adventure games that worked with two panes of words, kind of like this does. Being based on combining items instead of pairing verbs with nouns gives it a more modern vibe though. I like it a lot.
Here's an example of one of those old two pane games:
Very original concept and great execution. The slipperyness of the player character made the platforming a little frustrating for me, but on the balance, it was very good. I loved the semantic tie ins, like "down" and "push", but I think the dragon at the end would have been more effective in the abstract -- i.e. without approximating a particular shape. Check out the entry "Dragon Souls" for an example.
The voiced dialog system singlehandedly elevates this above the spare, but original, concept. Better than Keno.
Yeah, the input is bugged. I think the UI is basically good, it just needed some testing on the platform that people will actually play it on.
Beautiful game! It's a perfect size and tone, and I love, love, love the art. The only thing I would consider changing is the screen layout. Could the actions be fit on the screen without scrolling?
Very atmospheric. The total abstraction of the graphics works really well with the amount of detail in the environment. (I wonder if it would be even better black and white?)
I loved when the dragon swooped by.
You can't go past the bricks, right?
Thanks for your feedback! Yeah, looks like there's a few bugs.
Re. being overwhelmed, I was going for an in-media-res kind of thing. There's maybe ~5-10 minutes of gameplay total. Might as well jump right in.
I was so excited to reimplement that game over screen in ascii! I ran out of time literally right as I started it. Still might do it...just for funsies....
Good to see PS1 era homages with a strong presence.