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If you click the share button at the results screen, it shows you the answer.
Unsolicited tip: when one word is mostly green, you can try focusing on the other word and hopefully it’ll give you more clues!
Elias is such a good friend ;_;
I love that I can plop back home with a hand full of fatigue and non-Bartow cards and he can still match with Accommodate, barely getting the conversation by with Accord.
But also, it was terrifying that I had to rely on him to do so! And heartbreaking to toughen up with Square and Diamond cards for the far towns, alienating the circle of Circle friends in near towns; it felt too limiting otherwise, like willingly stagnating as a sheltered kid. Or maybe I just suck lol.
for a game that relies on switching characters, i don’t think discouraging the player from switching with a heavy health penalty every switch fits with the design.
in fact the timer/health meter as a whole seems unnecessary.
each character having their own music is a nice touch!
Thanks for playing and feedback! We had to focus more on making levels, so reusing art assets was easier and quicker. I personally also like the idea that all robots are the same model hardware-wise; the NPC robots just aren’t lucky enough to have installed sentience, and are thus stuck in pre-programmed loops forever.
Thanks for playing and feedback! I kinda liked the idea of pushing the player to master doing all the rooms in one go (and personally I think speedrunning through near rooms when travelling to retry later rooms feels nice), but will keep it in mind!
Sound designer here, thanks for the compliment! We decided against too frequent checkpoints since for this jam build, the goals were close and runs are short enough that rebooting doesn’t lose much progress. Thank you for playing!
If the ability activation beat is planned to be fixed and not player-configurable, could it be moved to the first beat instead of the last? Putting it on the last beat encourages players to put more notes on the last beat, which actually makes it feel more like the "first beat" in the loop, making the sequencer feel off-sync and weird.
Sorry if these have been asked before, it's a bit hard to find the relevant info in this forum.
1. What does "if prefixes are used, the text must not be dynamic" mean?
2. "Locations descriptions and object names should be a maximum of TWO words", but can I change location descriptions as the game progresses?
3. "Responses in game and in-game messages can be a maximum of SIX words", does this mean all text that isn't an object name or location description? And as in 3, can I change examine text/responses as the game progresses? For example, trying to strike a match, the first two matches fail and give different messages, and the third match lights up with a third message. And examining the matchbox between striking would have changing examine text "Two matches left." then "One last match."
4. "Game Intro and end game message(s) can be a maximum of three sentences." Sentences of 6 or 2 words? Does this also mean examine texts can't be more than one sentence, even if it's still under 6 words?
5. Can I gate some treasures behind having to find (or use) some other treasures first?
6. Is the game supposed to end on bringing all treasures to the room, or can there be one last section?
It's a nice concept! I think it would work much better if there were positive feedback sounds for pressing the right action, and if it wasn't completely silent, e.g. add a background looping sound to signify that the game is in progress. The button timing window is a bit strict too, perhaps you could be more generous and slightly longer at the beginning of a run and speed up the game as it goes along.