lol, perfectly captured why I only make small things in Crochet - I love it.
nightbat13131
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It's not intuitive in many ways. I suggest by making certain things more consistent like referring to the player as "Player 0" or "You".
The bid screen blocks my ability to see my inventory and I can't compare it to the "order". The "needs" bar across the top almost helps, but if the fantasy is that I'm making big important financial decisions, then I want numbers to look over myself.
I don't see any strategy to apply - if I could see what the other players' order are then maybe i could try to sabotage them?
Why is the day end screen showing I getting a penalty when I "need" 0? Or is that the future penalty if I don't hit the goal at the end?
This end state screen doesn't allow for comparison across boxes as each line between boxes & players is different.
Overall I don't think this build is getting across the vision you have in mind.
Absolutely great game. I was worried that the simple folder structure would be hard to navigate but the outline around the last place you left when backtracking made it easy to track what I was doing. I love the stacking power of the items - makes me feel powerful but I also still feel like I need to make smart choice in the order I approach enemies.
Thanks for taking a look and the feedback. Bittersweet is a perfect description for how it felt to pull out some of these memories.
The investigation into the bug continues.
[Spoiler]...
The glass shards get used on the big mirror in the brown house basement.
This then unlocks the final interaction that isn't a part of the count.
(I could have sworn I already posted this, so forgive if you see a duplicate)
Too me several playthroughs to figure out to pick up the balls. These plays were still a blast because every interaction with the ball was delightful - I love all the sounds that they make and running to "kick" them into the pins was a great time. Being able to pick up and actually throw balls and pins later on became a benefit.
The2nd level felt more like a cool reward for exploring and having a timer for space walking made perfect scence.
It was neat that collecting the shoes made the player stronger - and triggered the music. The background flashing was fun - I think it flashed more when I was moving which was a good visual reward. I got as far as the moving floor platforms while being shot at.
I think the music note blocks vanish too fast, especially when hit from any direction other than the top.
It was neat that collecting the shoes made the player stronger - and triggered the music. The background flashing was fun - I think it flashed more when I was moving which was a good visual reward. I got as far as the moving floor platforms while being shot at.
I think the music note blocks vanish too fast, especially when hit from any direction other than the top.
Thanks for the call out, it certainly took a more personal turn than I expected, but music can be like that.
Good notice about the rotation of items in the room. As a part of the technical execution, the rooms rotate to match whatever door summoned them, so the perspective for each item mostly matches the wall closest to it. Hopefully the weird rotations of objects also help establish that these are the same rooms being shuffled around.
The webgl2 errors (of which my understanding is that the memory out of bound error is of this family) have weirdly haunted me for this project, but not others. I appreciate you being willing to download the windows version to see it in completion.
Since you don't have a penalty around missing beats, I think not being able to hit all of them might be okay? Gives the player more opportunity to advance?
Gradually Moving faster could add more stress around a boss - or if you only ever have the one enemy. Doubling every time might be to much, but there are ways to work in more movement for sure.
If you have more enemies or enemy types, they can move on different beats of the measure: type A moves on1st, type B moves on 2nd... And then really dangerous enemies that move on 1st and 3rd. Not sure what's been tried and failed in this genre before, so not sure how well those ideas do or don't execute with players.
I think the overall look great - vibes so well with the song.
The falling notes are compact enough that I feel like I can mostly fail based on my own skill and not UI issues. The space bar almost never felt good - not sure if that's because I'm not in this genre hardly ever.
My focus needs to be so strongly on the incoming notes that I have no awareness of what's happening with the bowling ball - when I read the idea that I would use any information from the right side to make decisions about the left made me laugh. I think to get that to be realized for the player you'd have to find some way to combine the two sides.
Very neat - I love the look of of it.
I think I would have liked if the song played more consistently? Maybe I missed what triggers it to come on.
The description around the game sounds like it should be stressful, but that doesn't come through in the game play - I expected the bugs to eat the coins and create a risk reward situation around more bugs.
Thanks so much for the play through. `how weird still feels good` is a new balancing act and I appreciate you walking the line with me.
There isn't really a finish, just an end. My original scope was everywhere I've lived and realized that's too much to get done with high quality in the current time along with torture for the player. Adding a count of events was a very recent addition to help reduce player pain with the amount of uncertainty I've planted here.
One of my goals is to do a dev posting that spoils how the doors work for those who want to understand what in the world is happening. There is some hints regarding color and room type that might help people who want it.
I'll consider displaying all the text instead of just the most recent one for each event.
- Was moving on the beat hard, were the visuals helpful, did you feel cheated or they were out of sync?
- It seemed weird to only move on the first beat of the measure for such an energetic song.
- Is trying to avoid the enemy fun? Easy to cheese? What did you like or dislike?
- I was only successful in avoiding the enemy when I successfully hit the beat and got through the level fast enough - didn't really seem like any other strategy to dealing with it than going efficiently on the correct path.
- How did you feel about the pacing of the game? Was it too slow and/or easy? Should the beat notes be more frequent or varied?
- The current build does not seem to reflect the energetic nature of the song. The song sounds 4/4 to me - you could likely get away with allowing the player to press on each quarter note instead of only the 1st.
- Was collecting items a fun challenge? Is there something you'd add or change about this goal?
- Maybe add an indicator for what beats the enemy is going to move on?




