Yeah, it's tools down when the jam ends. Thanks for taking a look and do check back later if you have the chance!
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In retrospect, it was maybe a bit too ambitious, but I thought I had enough parts from previous jam entries. More fool me, but hopefully I'll have an update when the judging period is done...
Thanks for taking a look! If you haven't seen it already, I put more of @goosemunch's artwork on the development log: https://oofoe.itch.io/ghost-stars/devlog/394299/the-art-of-ghost-stars
Just wanted to follow up and thank everybody for their suggestions. As you may know I went for Urlang, since it fit into Racket, which I was already using, and didn't require that I install Node.js (not a fan...).
The reason why I was looking to run it in the web browser was because I wanted to lower the barrier for people to play and rate my games. It turned out even better than I hoped -- nearly everyone eligible was able to take a look. So I did get lots of ratings!
Next time, I'll work on getting better ones! ; - )
As the writer/designer, of course you must serve your theme to say what you want to say. However, there are a number of narrative techniques that you can use to "soften" a hard info dump. These may be worth looking into, especially for something near the beginning when reader engagement is crucial. Once you've got 'em sucked in and they're dying to find out if the spat in the lunchroom was resolved or if soandso confessed to their crush, then you can pretty much get away with murder. But a lot of people will bounce if you drop a block of text on their head at the outset. ; - ) Again, just some thoughts!
"Our Sponsor " prayer was amusing, however you could have probably cut the infodump a bit shorter... ; - ) Seems like you have a nice PEG available... I wonder if you could leverage it a bit so your script didn't have to be so parenthesis heavy? (Anathema for a Lisp game, I know, but it could have the beneficial side effect of making it easier to revise. Just a thought.)
Once I got on Win10, worked fine! If only I could say the same about my jumping skillz... As others have mentioned a slightly gentler learning curve would be nice. ; - ) Parallax is good and I liked how the instructions were integrated with initial gameplay.
I never got to play Q*bert in the arcades, just remember watching the attract mode. Unfortunately, there's no way to (reliably) make a web browser do the "thumping" thing that the original would do when Q*bert fell off the pyramid... Thanks very much for giving it a go!
Thanks for trying it out! Yes, Thunder is the last level. It doesn't so much "crash" as run off the rails, since there's no further level to go to... This is my second or third try with iso controls, still haven't found the perfect combination!
Just to let you know, got this from latest Windows build from GitHub (jupiter-candle-win10.zip) running on Win 7 (not Win 10, so maybe that's the problem...). Sure sounds interesting from everybody else's reactions though!
--------------------------- jupiter-candle.exe - Entry Point Not Found --------------------------- The procedure entry point CancelWaitableTimer could not be located in the dynamic link library api-ms-win-core-synch-l1-2-0.dll.
--------------------------- OK ---------------------------
Thanks very much for taking a look! It's only supposed to "PAWS" for five seconds. Did it go on longer than that? I had a choice between being able to end (as in the double bounce mechanic of the last level would work) or having an ending screen, so I went with the former... ; - )
Took me a while to reverse the process of attacking obstacles and trying to jump enemies! That said, the crate is a sneaky one... Would be nice if you could take more than one hit, maybe take successive damage. That gives the player the opportunity to try to do better without restarting completely every time.
I like the idea of tying the game into a substantial body of historic outside lore. The presentation is appealing, but some kind of pithy in-game summary of the goal and how to move could be helpful. I was happy when my avatar turned into a peacock and crushed when I lost it all to go back to level 2...
This is a neat idea and I managed to bang my way through the first couple of levels. This would really lend itself to a "magnetic poetry" style presentation with skeuomorphic tiles which would also help provide cues for picking up and moving certain items (like the quotation marks).
Glad you liked it! I don't know if you checked out the Blender files but that cat probably had the best ROI out of anything in the project -- I just made the simplest model I could, rigged and posed it. It was really helpful to keep the look consistent.
Unfortunately, I didn't get any static screens I wanted (title, howto, win, credits) working before the end of the Jam.
Yeah, I wanted to get a title and score explanation screen, but... no time at the end. The ball wasn't even in the game until about three hours before the close of jam, because I like leaving everything until the last minute apparently. /scratches head
Glad you enjoyed it! In Qube*Cat land, ball interacts with you... As in, if it bounces on you, the game ignores your input for five seconds. This would be more of a problem if I had gotten the level timer wired in before the close of submissions...
Hi! Thanks for taking a look! I'm still getting over the thrill of actually having music/sfx (I wasn't able to do game sound in Racket until my previous game Zode Trip) -- I guess I need to learn some subtlety! I believe that weird controls were a criticism of the original Q*bert, so I guess in that sense, I'm carrying on a storied tradition... ; - )
The "Invaders" example has a Big-Bang style game loop, but I had already started trying to implement this with Javathcript and figured I'd carry it on here.
Wow! Thanks for the pointer! This is almost /exactly/ what I was hoping for!
Note in the space invaders example, maybe something in the latest versions of Dr Racket isn't playing well with the compiler, but it won't allow you to use things like "<=" or ">" in an n-ary way, that is, with multiple arguments, e.g. "(<= 40 x (+ base.x 99))". You have to break the expressions up into something like "(or (<= 40 x) (<= x (+ base.x 99)))". Once I fixed that sort of thing in the Space Invaders example it launched and ran perfectly in the browser.
I would have to jam my head into Common Lisp again, but it does seem supported and mature. If I can easily export the code so it can run standalone (statically serviced by the itch.io server) that could work. I'll check it out! Thanks!
Glad it worked for you! Out of curiosity, did the audio for Zode Trip work correctly also?
My main problem is I can't really provide support for platforms that I don't have access to and Windows is making it really hard for people to just run a program (for valid reasons, but still a bother for this kind of thing).