thanks, what other platform would you want? there is a raspberry pi version I could easily produce
NuSan
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Unfortunately I don't have a PlayDate and beside Pico 8 (the engine I used to make the game) doesn't exist on PlayDate so I would have to remake it from scratch. And also I like how the game play with different colors for each balls, so a greyscale PlayDate version doesn't seem like a good idea, sorry
haha, it took me while to make because there is no simple way right now to port pico 8 games to android so I had to port it to another engine (love2D)
And no, the android apk has not been updated, the source code for it is probably buried in an old hard drive and setting it up for everything to build again would take forever. Fortunately it already had touch control to aim so there is just the new accessibility mode, which is a sad to not have, but people can still play with it using the browser version
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
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 :)
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 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