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NuSan

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A member registered Jul 09, 2016 · View creator page →

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yeah, I'm also glad that I got the idea that if a particle direction is mostly perpendicular to a pipe, they don't interact, so I didn't need to put a "bridge" type of pipe to cross an existing path, like you often get in games like that

wow that is so gorgeous! love the design and your "twisted" setup with crossing switch/accelerator is really cool and even if it's unconventional, you made the path looks pretty clear!

ohla attention, c profond!

Thank you for sharing your BOX! It's pretty cool to see very creative ways of exploiting the mechanisms of the game, I knew that having relaxed rules around particle motion could lead to cool setups, and you delivered!

Nice! Good job squeezing pretty much the entire game into 1k! I feel it lacks a bit more power in the shot so you have more reach, also in the original game each merge give you a little boost that is satisfying while here it cuts some of your speed, but overall it works great!

it sure would be better with a wide screen for a game like that. It was a bit hard to balance the view distance, because zooming out was causing performance issues, and I wanted to stay at 60fps. Still, I find pico 8's constraints interesting, it limits the scope, forces you to remove excess features, but it's not ideal for everything

The numbers on top are timers but it's displayed in frames (at 60fps) displaying them as minutes/seconds/milliseconds would have took a lot of space in code. Yeah you are right, I didn't have a good idea for how to make the ground really pop, I should maybe have tried using a gradient or something.

thanks, that means a lot! Ludum Dare is around the corner, will you take part in it? I would love to make something for it but, as with the last few times, I will probably bail after a few hours of prototyping and not release anything :(

Thank you a lot! I'm sorry to hear about those issues on IOS, maybe there is a way to block that using javascript or something, I should check that

I think it's possible to have a pretty smooth ride in a lot's of case, but as you don't know the level before you it's hard to do it in practice. Playing the seeded level is a bit more interesting as you start to find skips in the levels and ways to keep your speed. Putting pre-made sections could be great for a larger version, but then I would have to actually make do some level design, which is not easy for me :D

For the colours of the circles, yeah I wanted to but didn't have the space to make something more complex. Changing the colour according to circle size is a pretty cool idea tho

Hi, I'm glad you liked the game! And yeah, you are totally right, I would have loved to not have the resets, they feel really bad. But they are useful for the puzzle to work, like you said, and also to help players not get too lost and frustrated when they fall somewhere. I know some players love to loose themselves in those kind of environments, so I wish I found a better middle ground, but I didn't have the energy at the time. If you did not play the prototype "non euclidean room" I made before this game you should give it a try, it's super short but there is no artificial barriers and there is cool details to find in the scenery. And yeah, I love seeing my little jellyfish jiggling around through the portals :)

there is a special artefact that you can make and if you use it in the boss room it will freeze it, helping you killing it more easily

to make the artefact you must use the map to retrieve the 4 parts, hope this helps

yes, In your inventory you have a "pickup tool" you can select, and then use it on a furnace to put it back in your inventory!

Hahaha c'est court mais ca fait du bien !

I'm sorry you have this bug, it's usually an issue with a gamepad issuing bad directions (try to unplug any) or someone reported having to uninstall an old mouse driver that was at fault

Haha, yeah sometimes even I don't know! If you played the game "Wilmot's warehouse" it's similar and you often have to make your own explanation for items, just so you can decide how to order them :D

I'm glad you like the game! To farm you can use a wood shovel on sand to prepare the ground and then put in a seed and wait. Have a nice game!

I'm glad it work for you, is it newer Unity versions that doesn't work? as far as I remember this is using version 5.5.3f1

Instead of a version issue, there is also the choice of rendering pipeline used by the game (urp, srp, built_in, hdrp) that can have a big impact on compatibility, my game use built-in I think, so the oldest one

Thank you for the video, it was pretty cool to watch how you figured out the puzzles, I'm glad you enjoyed the game!

Thank you for your kind message! I'm glad you liked the game, your suggestion is good but I will probably not work on the game anymore as it was just a little idea I wanted to make

Thank you for the kind message! I'm glad you liked the game!

Hello, you may have accidentally pressed keys 'ctrl+m', it mute the sound, you can press it again to reactivate the sound

you can build a base in the cave but it's not necessary at all

I'm glad you liked the game! Yeah the puzzle generation is very simple so it can generate puzzle with multiple solutions and it happen more with higher difficulty unfortunately

Very cool and original idea! The way your body is taken over by enemies feels very creepy

very nice idea and I love the visuals. I feel that the game could become harder after a while so you would be kept on your toes

Nice game! I like how walking on glowing tiles makes the lava go faster, everything becomes a lot more difficult to navigate. I don't know if deeper levels are harder but level 1 feels hard already

haha, that's pretty cool visually and it's a bit spooky, not knowing how the bear's move, but I managed to get the picnic anyway

very cool! high score 62.1

the music could be more involved with some melodies, but it may be too much for the jam's constraint

Thank you for the feedback! I feel like keeping arrow keys pressed for a long time can feel tedious very fast so a virtual joystick could help with that too. If you play on mobile there is a default virtual key screen that appears (it's from the engine I use, Pico 8) but I don't think it can be activated on computer. I feel the control for this game could be a lot better, it doesn't feel very precise and having a "analog" joystick input could help.

Thanks for the suggestions, I don't know if I will add more to this game in the future. If you don't know it already, check the commercial game Dome Keeper, it was a big inspiration for my game.

Thanks! The most important thing Pico 8 do for me is limiting the scope, so I can start a very small project without being overwhelmed by pressure. This 1k jam also help with that. Also the "immediate" rendering appeal to me, you can just draw whatever you want from code directly. 

Unfortunately I will not be there for next LudumDare, I'm a bit sad but I will surely find other jams to do soon.

You are welcome to give critical feedbacks! You can use ctrl+r or "enter->reset cart" to reset the game (but it also reset the level, maybe it could have been interesting to let people have multiple tries at the same level)

For the music, yeah you are right, it was kinda a placeholder at first but I wanted to release the game, maybe I will change it latter. It will still be very coarse as the constraint limits what I can do.

For the "double click proof" at the end, it's a good idea but I didn't have the space (in the 1024 bytes allowed by the jam) to do it, I'm already glad I could show the timer at the top :D

Hello, launch pads cost 25 millions credits each, so you need to sell lots of high-priced components to the "seller" building to get enough money. Also when you setup a recipe it usually has a cost too that depends on the product

hello, it's probably ctrl+M to mute/unmute the sound

hi! the main 3 music can be found on my soundcloud https://soundcloud.com/antoine-zanuttini/sets/stranded-islepcraft-ost
and there is lots of online tools if you want to download them from there

have a nice day

I'm glad you like the game, it's always great to know my work is appreciated! I did about half the work on a next part but unfortunately it was too much pressure for me so I paused the development several years  ago. I hope I can get back to it eventually but I can't make any promises :(

it was super fun to see you going through the game, thank you for playing!

haha :D it's kind of my fault, maybe the "source" zip should not be the first link ... sorry

Thank you for the kind words! At the time, I worked on a sequel for several month but it was too ambitious for me, I got burned out and couldn't work on it anymore. I hope some day I can at least release what I had done in some form, there was some cool ideas

ahah, yeah you can do that :D