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For sure! I've been using the love2d web builder linked in the game description (https://schellingb.github.io/LoveWebBuilder/), it's a pretty convenient online tool. I usually use the "run project" option to fiddle with the memory settings and check error messages/fix bugs until it works, and then I'll do a proper build with the same settings. The only other thing is to remember to change stuff for your web build that doesn't make sense for the browser (for Skill Drop I decided to remove the full screen option and hitting escape on the title screen doesn't "quit" the game).
If you want to have a more in-depth conversation about it, feel free to dm me on twitter!
Hey there! Thanks for trying it! I've added some tips to the game description here on itch.io, but if you're still stuck (I assume in the first section) try looking for the word "Nets". Once you've extracted your first big word, try going back using the history on the right and looking for "Beach".
Thanks for playing! I did spend a fair bit of the jam time on the look of the scene, so probably around 6-8 hours, but that's just an estimate. I was able to save a lot of time by having some elements, like the bookshelves, table and tree, be 2D sketches placed in the world instead of full 3D objects. I'm glad you liked it 🙂
Skill Drop is a cute little puzzle game where you have to abandon your abilities in order to progress. Solving puzzles seems simple at first, until you have to give up your ability to dash to climb a tall cliff, and but now you need it to get the coin at the top! As you get more abilities and the levels get trickier, you'll have to really think to get all the coins and get to the end of the level.
Skill Drop was originally made in under 72 hours for MiniJam 65 with the theme "Abandoned", where it got 2nd out of 60 entries in the Overall, Concept and Presentation categories. It's been polished and added to for just over a month since then to bring you this Post-Jam version with music, new mechanics, new levels and a whole lot more pizazz!
Please try it out and let me know what you think!
This was really good! I love the auditory feedback for grabbing and flinging pieces, it makes it fun to do, even when the pieces aren't going together how you want them to. I like how you took a concept that sounds melancholy (abandoned toys) and made it something positive by putting them back together. Really great job!
Thanks for letting me know about the distortion, I admittedly did not test it in a variety of browsers. I'll have to figure out a tutorial or similar to teach the ability dropping mechanic. Thanks for the feedback, and I'm glad you enjoyed it!
I like the idea! It has almost a horror vibe, with the black and red color scheme, dark atmosphere and frequent jump scares as the red pieces pop out of the darkness. Sometimes it was a little confusing why I got sent back to the beginning, as I either couldn't see or was just barely able to see the red piece that captured me before it happened. Maybe having the red pieces move to their positions a little slower would help? Great job!
It got kind of zen for me in the middle, I just spaced out and hit checkpoints and listened to the music! I think it lasted a little long for how much gameplay there was, maybe shortening the playtime by a third would have helped? The art was charming.
I had fun! I loved the way the chicken moved, it felt really alive. I think you definitely picked the right style of animation for the game. I also really liked the music during the intro/explanation. Echoing what an earlier commenter said about jumping, specifically getting from the second to the third checkpoint was aggravating the first time through. Shaking the window on startup made me laugh out loud. Overall a fun time!
This was great! I caught myself smiling a couple of times when I'd accidentally do a trick shot off a wall and through a portal to get a crystal/gem/thing that I totally wasn't aiming for. The level transitions are a nice bit of polish, and you even have an opening cutscene? Awesome work!
Thanks so much! Yeah, I agree the controls could use some workshopping, they're a little complicated. I have an idea for a gamepad control layout that I think is more intuitive, but I didn't have time for that during the jam. Do you have any suggestions for how the controls could be improved?