Happened to me yesterday. Been playing for a few days. Maybe about a week.
Oknodian Games
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Hmmm. Now I see it doesn't work for me either. It says Twitter itself refused the connection. Tested it. Clicking the link on the file stored locally on my laptop, it works, but from itch.io, it doesn't work at all. Will probably remove the link if that's the case.
There is a Twitter link on my itchio profile.
I had a user comment on my newest game. They're being slightly rude about their point of contention, but I replied politely. They replied again, and I can't reply back. I get this error:
Please check the information you provided
- can't reply to post
I tried making the comment longer since it was just "Okay.", but longer comments don't get posted either. I get the same error. I tried replying to someone's comment on their project as a test since I wanted to reply anyways, and commenting works fine.
So, is this a bug that's somehow specific to the comment section of my game or did the user block me because they thought I'd attack them? That's the only other idea I have.
Hint: I wouldn't have attacked them, hence the reply that just says "Okay." and then I simply don't reply to their next comment, if any.
EDIT: Someone else commented and I replied to them without a problem, so the guy must have blocked me, or whatever else the issue is.
So, there is no ending or is it a bug?
I helped the cat with the stick, the fox with the butterfly and the flowers, and I reflected in the pond (many times). It looks like I can't do anything more.
Also, I got permanently stuck with the butterfly net.
I am surprised my laptop can run it. It usually just barely survives when it smells a 3D polygon, no matter how low-poly the graphics. It was still like 15-20 FPS, but playable.
In any case, I found this when I searched for the title of my game (if you can call it that). We got the same title, but yours is a lot more gamey and uplifting.
Interactive fiction is a sliding scale between game and story, so some of them can be more of a story than a game, and I admit this one is closer to that end of the scale.
I made it to get myself familiar with Twine's Chapbook format, so I didn't want to complicate it too much. Still, you can(not) encounter a ghost and change the dialogue in the end, depending on your choices, so there is a bit of game in it.
I have just released Once Upon a Pond, my second game.
A knight returns home after a victorious war, but the welcome he gets isn't the one he expected.
I just couldn't let go of this until I finished it, and found all the bonus stars. Because of that I unlocked the secret ending on my first try, and I was pleasantly surprised that the game sets you on the screen just before you trigger an ending, so I was able to check out the regular ending too, without replaying the entire game just for that.
I also liked the hint system a lot. It just shows what the end of the first step should look like, but not how to get there, or how to actually solve a puzzle.
Thanks for the comment!
I'm glad you like the writing and the atmosphere.
It's repetitive because I had never finished a game before, or participated in a game jam, so I didn't know how much time implementing everything would take. So in the end I decided to implement only the core gameplay loop. Basically, only the things absolutely necessary to finish the game are implemented. It's essentially a prototype.
The luck dependence comes from the time this was supposed to have a skill system, so greater your mining skill, greater your chances to successfully mine an ore, greater your combat skill, greater your chances to hit an opponent, etc, until you max out a skill and get a 100% chance of success. I scrapped this early in the development, along with most other things, but left the luck dependence in after testing the game multiple times. With the luck dependence, it lasts about five minutes once you know the correct order of actions, and I thought that was a good cut-off point for what the game was.
Last night, I started work on the expanded version, where I will implement all the features I had planned. I started with the energy system with sleeping and (optional) eating. Related to that, there are also two new locations: home and restaurant. Hopefully, it's a sign the game will become less repetitive one day.
When this popped up in my feed the other day, I was a bit confused because I had no idea who this Omega guy was. Welcome back.
A clicker game is not a bad choice. Did you make it in pure HTML+Javascript? Doesn't seem to be using any game engine in particular.
One piece of feedback I have for the future is to turn those upgrades into buttons at some point. Took me a while to realise I can click on them when I played. I thought it was only a listing of available upgrades at first.
Thank you!
I am planning on turning all the characters I mentioned in the game into actual NPCs you can examine, talk to, etc. alongside adding new ones.
I am actually thinking about a relationship system. The relationship with the merchant would affect prices, the relationship with the restaurant owner would affect any special meals you have available for purchase etc. If I ever go deeper with this, I'm thinking about relationships being more personal than that, so some NPCs, depending on the relationship, would either help you or hinder you, or stay neutral during certain stages of the game.
By the journal not working properly, do you mean the clues' position being off-set when being dragged into the combination area? If you mean that, I discovered it's the mouse position that matters, not the clue position itself, so I played it just fine. Just let go of the mouse button when the cursor is in the combination area, and the clue pops into the correct position.
If that's what you mean, sorry I didn't report it. It just wasn't such a big deal and was very easy to figure out, so it didn't cross my mind to report it. I'm glad someone else reported it, though.
Here's your rating and comment, mr. My game is so cool I implemented a debug mode that makes the player want to replay the game after finishing it at 11:00 PM.
This was great, and the only complaint I have is that the last level was way too easy for the amount of firepower we get. It wasn't the only level with that problem, but it's the biggest victim of this oversight since the gameplay is different. With the other levels, I simply didn't use everything. On the last, I had to use everything since I expected more difficulty, but it was over within seconds and most of my defenses went unused.
I especially liked the llama head level. It was by far the most difficult one, and utilized the fung's behavior the best of all of them.
I figured out the story twist pretty much as soon as I started the game, but the gameplay twist was unexpected, and a nice surprise.
Thanks. Glad you enjoyed it.
I'm aware of the lack of variety since I didn't implement a lot of the features I wanted to. I'd never done a game jam or finished a game before, so it was very tough to gauge how much time I will have to implement everything, and how much time I will have to dedicate to each feature.
In the end, I decided to implement the core gameplay loop for the jam, and add the other features, and rework the horrible code, after the jam.
Thanks. Hopefully, the writing stays on the same level when I expand the game, and add more story and gameplay to it. I'm planning for more story than just the prologue and the epilogue, and all locations would have more than only one description.
No matter how much I tested it, it was either 19 or 23 days for me, so I'm glad other results are possible. XD