Impressive!
ProYd
Creator of
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Great run! Way better than mine.
I didn’t know the shortcuts at 1:16 (avoiding button on the ground), 1:41 (rolling to jump on the second robot) and, 2:44 (rolling to jump over a large gap). Nice find!
At 0:44, have you tried hacking the first door instead, so it stays closed? I think it requires less travel time.
At 2:00, you tried to climb on the wall, and it should work. You need to be slightly on the left of the slope, then you should be able to walk on top of the horizontal wall (in the video, you were on the right side of the slope) but it is quite risky of course.
A well-made sim RPG game! The game is very intriguing and make me want more contents!
The UI is already nice with the custom theme, the icons and the character’s portrait. I think that a custom text font could make it look much better for very few effort.
A background music, some ambience sounds matching the UI tab and some UI sounds (button hovered/clicked) would make the game feel much more “alive”.
I feel a very good potential in this game, keep the good work!
The many available upgrades made it all, cool game!
There is a lot of text in the HUD that could be hidden in menu or shorten with icons in order to have a more comfortable view. I was surprised the sound fx when catching a ghost, I initially felt like catching a ghost was a mistake because of the sound.
Nice entry!
Thanks for your feedback!
I never heard about the itch app before, I’ll take a look. (I’m developing on Linux).
What keyboard layout do you have? I don’t have a “qwerty”-keyboard neither, but it work fine for me: you should hit the key based on its location on a qwerty keyboard. It is not very convenient I admit but Godot web build can’t “translate” the real name of a key…
Thanks for playing!
I may surprise you but I usually don’t like puzzle game neither. In order to make a puzzle game that I could like, my approach was to make sure the puzzles have many way to be solved (for most of them at least). Thus it gives some place for creativity, and a better satisfaction of solving them.
I’m glad you like it, it was a huge amount of work!
Thanks for your feedback. Designing levels of increasing difficulty was challenging, it’s good to hear that it is correct. I expect the player to do both inspecting the program and observing the robot behavior in order to understand the program. But I agree that the “action”/“target” is not very clear and could be improved. Such kind kind of new and unique game mechanics are hard to introduce to the player… in my to-do list for the next update :)