Fun to run something on one of the retro big boys -- I remember dreaming about having a super high resolution black and white display all to myself! Performance was good, no problems with mouse targets, image was really crisp. Nice puzzle!
oofoe
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Took me a bit to figure out what was going on (because I don't read instructions), but really gelled once I figured it out. Compelling loop, good music, graphics simple but with a nice feel. Really liked the idea of having angled planes on the "flipper ship" to bounce in different directions. Second the call for keyboard rotation controls. I think it might be interesting (if you haven't tried it already) to see how it works with the standard asteroids controls, which would take care of position and rotation as well as being more "spacy"... If you really want to excite the nostalgia factor, suggest vector (instead of pixel) text.
As a REBOL-refugee, Janet is the first place I've really felt at "home" (although it could totally use a built-in cross-platform declarative GUI...). PEG is great to have handy, and Jester is basically the outcome of a mad evening of "hey... if I did this, then I could also do that..." . I've since learned that there's a complete Janet-syntax PEG here not to mention the `parse` function which just handles a lot of the heavy lifting for me. So, once I finish my next project... there will probably be some new developments.
Thanks for taking a look!
This is a reimplementation of a previously written, unsubmitted game -- but in a new "lisp" of my own making (Jester). I was planning to write a whole new game with it after proving it worked, but didn't get to it. So, while this is nothing special, I hope you'll enjoy it!
If interested, check out Jester at https://hg.sr.ht/~oofoe/jester.
Hey! Thanks very much! I haven't had a chance to get through the whole game. Will see if I can get back to it and I'll give you a proper report -- then it might be worth a credit. ; - ) Dealing with a bunch of other stuff right now, so can't commit to anything more at the moment. Sorry for late reply -- I kind of exhausted myself on my own project...
Not really my cup of tea, but a very complete experience -- music, sound effects, fully themed and at least partially voiced. The gallery setup is professional.
Oh, and the %USERNAME% trick? That was a good one! (Consider doing some text processing, like capitalization with `title()` to enhance the effect...)
Slow and elegiac, with an interesting conceit. Good use of a limited number of assets. Good music choices for the mood. And in the end, how much it matters is how much it matters to you, the player. (For the record, having made my choice, I didn't look for alternate endings.)
One glaring problem with an easy fix -- Satsuki's name is misspelled on her character dialogue header.
Some initial performance problems for selecting menu items -- hotspots didn't react. This may be an issue with the Scratch Web VM. Arrow keys don't seem to work on main menu. Sometimes game seemed to load into completed endings instead of starting?
I liked the "layered agglomeration" style of the character designs. Definitely set up a creepy vibe with Scenic's pyscho monologue. The "wisteria homeroom" was hilarious. I also liked the stage-setting lore and backstory.
Since there doesn't seem to be a progress save or rollback option, the "skip dialogue" choice was very helpful. The idea of a roguelike in the VN was good. So far, I've only been eaten by the monster though! ; - )
You seem to have compiled it for Windows. So, someone will have to actually download it to their PC to run it.
If you want it to do the web thing like I did, you need to make a web build in the Ren'Py console:
Then, once you have that (will be in the `XXX-1.0-dists/` directory and called something like `XXX-1.0-web.zip`.
Now you go to your itch.io game page, and upload it, then click the box saying it can be played in the browser:
Hi! When you go to the itch.io page for your game, copy the link to this reply. For instance, my game is at https://oofoe.itch.io/the-unseen.
Your UFO game is https://wtrevillion03.itch.io/ufoent-blk. So something like that?
I'm sure you've already got it well in hand, but iff you're interested, I may have some relevant examples... My prior entry "SparXline" (https://oofoe.itch.io/sparxline?secret=YPiup5NOOtN9pAcGfL0BGs0 (I turned it off because it wasn't complete)) was doing randomly generated infinite obstacles and scoring. Also my previous "Kipple Kat" entry used a combination of designed levels, infinitely generated.
I hope you'll develop it more! I adored WipeOut...
Hi! So I went through your %.md file and slides. One thing you might consider (if you haven't already) is storing a function pointer to the "organism"'s behaviour instead of trying to interpret it at anim time with the case statement. I.e. if you had a (do-plant-things) function, and stored it as (say) the "do" property for `dandelion-01`, then you potentially simplify your anim loop a lot:(leodef live-life live-life ()
(loop :for organism :in (cdadr (get 'organisms 'contents))
:do (apply (get organism 'do) organism)
))
(Exact syntax may not be correct... ; - ) This separates the behaviour out from the actual update process and makes it more tractable and composable. You could even "mutate" handler functions -- maybe have a "mutant dandelion" that changes the spreading behaviour or the glyph used to render it or something?
Any rate, remember that you can use what you did here in a future jam, so even if you didn't get as far as you wanted, you've still made a start!
Be the change you want in the world -- did you see the level editor controls at the bottom of the game page? If you're interested, put together a level with some challenge to it and post it here as a reply (check the web console for the level dump). I'll put it in the "final" version of the game and give you credit! I'm afraid I was mostly just trying to get the thing to work, so puzzle design definitely suffered. Thanks very much for giving it a whirl!














