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ryanbrooks-dev

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A member registered 64 days ago · View creator page →

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I was slightly confused by the lack of visual/UI response to events, like for the cheese chests I was mashing 'e' to be sure whatever needed to trigger would trigger, not entirely sure what it was meant to be accomplishing, but aside from that it's pretty enjoyable! :)

Super cool! Feels like a solid classic platformer. I've always been curious about PICO-8, how was it getting to learn how to develop for it? Maybe I'll try one day :D

Love the narrative components, definitely an underutilized component in games these days. I was hoping to have a similar style of event-based narration but it got cut due to the time constraint (so I'll add it later, after I'm allowed :D)
But yeah, great job! 

This was fun as hell, good job! ⭐

Thank you! 🤩

Both have now been fixed! ✅✅

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I have the fix in a bugfix branch now, will merge it to main shortly and fix this issue :D 

The root of the problem wasn't even the math in the end, I just forgot to do an initial check to see if the amount of collectibles drawn to the GUI has already reached the current goal. 😅

Context:

So yeah, very easy fix! Thanks again for bringing it to my attention 🙌

Thanks! And yes definitely, we hoped to implement at least 1-2 additional and somewhat essential mechanics before the deadline, but didn't quite manage within the timeframe 😅 but things will definitely become more interesting (and challenging) in v0.2!

Eventually this game will be very much a puzzle game where you have to think about and plan out your route before even taking any steps, at least that's the goal and the backlog is already packed with new features 😄


Thanks again!

(1 edit)

Thanks! And yes that horizontal alignment was the last item on my backlog before submitting, thought I had the math right but I got overly ambitious assuming I'd get all 13 in one row without colliding with the GUI. I believe I know the fix for this but I'm waiting until after the Game Jam to deploy any updates just to be safe. 

Also in case you're curious, issues aside, this is the current logic I frantically came up with in the final hours for dynamically setting horizontal padding between two separate draw events (one for total held collectables and another for the remaining based on next goal)


It's not perfect but I'm quite happy with my solution all things considered, my backup plan was just to print the total to the screen and call it done if I couldn't solve it in time 🤣

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And yeah I noticed that too! The win state is a weird one, it kicks you back to the menu on winning locally but not in the submission for some reason. But either way I have a backlog item for v0.2 already to implement a postgame scoreboard to keep track of your best runs (especially once we start adding more complicated interactions and decisions to the following levels!)

Anyways, thanks for playing! We'll keep chipping away at the remaining backlog after the game jam so feel free to check back after some time to see how it's progressed 😁

I honestly nearly almost vetoed this idea early on because I was having a hard time conceptualizing such an abstract idea, but I think we managed! Thank you for the compliment :) 

Thanks! That's great to hear, I uploaded the colour palette to lospec.com (I'll add the link here), it's still pending approval before it's officially added to the site's collection but you should still be able to see it if you're interested!

Also I'm glad people seem to be enjoying the art, I struggled HARD not having my drawing tablet for this one 😅

7 SECONDS BEFORE THE DEADLINE?! You must have been so stressed omg. Congrats on getting it submitted, some interesting ideas you've implemented!

Oh nice, thanks! My drawing tablet wasn't with me this week so I had to make all the art with my mouse 😅😅