After tons of feedback (and finally getting around to it) I shrunk the font size! There's still a few little weird quirks with the text that I should have sorted out soon. Thanks for playing!
Potatoes Are Not Explosive
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I quite enjoyed this game. Although I do a have a question: could you make it so I can use the arrow-pad on my controller for movement? I prefer using the arrow pad in favor of the thumbstick for my precision platforming.
EDIT: Apparently the videos are showing up as private when embedded to Itch, here's a link to the playlist
I made a short video series to help understand what the 2D platformer template is doing to help on-board beginners to the structure of Superpowers projects. This took waaaay too long to make, juggling this project in my spare time with university work I ended up spending THREE FREAKIN' MONTHS on this video series.
My roommate introduced me to this VoIP program that's an alternative to Skype/Teamspeak/Ventrilo/etc called "Discord". Claiming to create the best of all of those worlds and yet be entirely free. From what I've seen so far it seems quite nice. It can run entirely in a browser (if you want) which means if you want to add someone to your server who doesn't normally use the app (me at the time), they don't have to commit to installing a whole new program. It also has a really pretty UI which looks a lot (aka exactly) like Slack, if you're familiar with that.
What do you all think? Has anyone else heard of this? Does anyone else hate skype as much as I do?
Also: what do you guys think of having an itch.io community Discord server? The server itself would be free it would just be a matter of getting people to use it.
It was going to be a game where you'd just walk around, talk to people, and look at stuff. The story had gone in all sorts of directions and I couldn't settle on anything that I was happy with. Kinda why the game fell apart.
I had this idea for a game where you play as an RPG Questgiver (similar concept to Recettear), with an interface like Paper's Please. You would look on the map of the area around your farmstead/castle/city (your hub and the scale of the map upgrade as the game progresses), on the map you find something to give a quest on (perhaps bandits have attacked a neighboring village). That event has a level assigned to it, you assign an item to that objective of a similar level, and then a gold "!" appears above your head.
You wait for a (dynamically generated) hero to come by and take your quest. Complete with generated quest text and dialogue. The hero runs off and comes back a few minutes later to complete the quest. While you're waiting you can create more quests and send off more heroes. Some heroes also come by simply to drop off their "vendor trash", items that aren't worth anything to them. You use these items as rewards for lower level quests and the cycle continues.
Interesting! Could you expend on that? What would happen when you overlap an enemy? Do you lose all of the things that were used for that shape? What if you collected more blocks than you needed?
So I've got this prototype and I think I have a pretty need mechanic. You can collide with the red squares to attach them to yourself (or other red squares you've already acquired). It's a bit buggy right now since I actually made this a few months ago and forgot about it. I'd like to revisit the idea (probably rewrite a lot of trash code) but I'm not really sure how to proceed.
What additional mechanics do you guys think would make this "playable prototype" a "game"? I have a handful of ideas but I don't want to restrict creativity by revealing them just yet, I'd much rather see what you guys come up with just at a glance.
I think it would be cool to spend each episode on two or three games on itch.io (since they tend to be pretty simple/short) that have some thematic similarity to be discussed.
Also I really love The Short Game. This post earned you a listener.
Sometimes when I write a post my cursor will vanish and I can' type anymore. If I click back into the field I can type for a few seconds and it will vanish again. The only fix appears to be refreshing the page.
Happens for me on: Firefox 42.0 across 2 machines. Have not tested in other browsers.