Quote from the post:
- Automated Speciation System + Tree of life
That's a classifier, so yeah, it's already planned for 0.6.0. The rest might be planned too
Wow, this is really good! There's a lot of upgrade branches, although you don't really have time to explore a lot of them with the length of a game. It's pretty easy once you figure out the balance, but all around this is super fun. Would be even cooler with a multiplayer version!
Title. Erased about an hour of work when I meant to press shift+R :( I think it really should either not do that at all, or at least give a warning. I've turned on autosave now at least
Deepdwn version: latest
OS: Pop!_OS 21.04
Awesome, thanks! I can't seem to make them work though... There's just no highlighting or anything, and neither the preview nor the exports show anything other than the standard characters. Am I missing something?
The formats I tried:
$ test $
`$ test $`
$latex test $
$` test `$
According https://spec.commonmark.org/0.29/#html-blocks , markdown should support raw HTML in specific cases. This allows infinite flexibility, which is nice when you want to use pure text files with some extra flair occasionally. One way I've personally used them is with <details>, for collapsible sections in HTML. Anyway, is it possible to have raw HTML support, or does it violate some philosophy of the project?
Thanks in advance!
Integrated latex sometimes uses $ as a delimiter. I already have some notes in this format, and it'd be great if I could use it (especially since writing ```latex is unwieldy, particularly to take notes for classes..). Alternatively, custom delimiters would be great.
$ is generally for inline math, and $$ makes a new centered line with just the math.
alright, just finished it! great visuals, love the movement!
5/5 in my book, with more levels could 100% be a full game. Understandably though, one level that's already pretty large and detailed, plus all the other systems... for one person, that's already a lot
great concept, but there's a few issues:
- difficulty is very inconsistent
- rewinding time doesn't heal your health up, making it... pretty useless apart from specific cases, where you're stuck and had sometime a few seconds where you're safe
I feel like beating the true villain is practically impossible, especially with what I had. I had a Hero and a 22 target card, which meant I had to purely count on luck to beat him. What would have been the correct strategy?
Any possibility to get an export for mac/linux? Almost got it working with wine, it doesn't crash (icon.ico was corrupted), but I only see the arrows, and all the icons, so no text.
Edit: Somehow, it works now! I think it's because I installed the font in the app.asar. An export would be nice tho.
Edit2: It seems that I need to maximize the screen before it works. Weird, but whatever
Good art, good sound, and gameplay that both worked, and had good AI. Was quite stressful, but it was a bit repetitive at times, and the cumbersome-nesss feature was a bit annoying. A possible system to mitigate that would be to have a sprint, with a stamina bar, but the bar decreases faster when carrying something. Then, you still move at the same speed but you still have to be careful of the monster. Anyway, very good horror game for a jam
The theme fits well and the artstyle is very cute! I had two issues with it: applying spells to an ally is quite hard, because they constantly move and mass heal should apply to everyone immediately. Second is that the balance might need a bit of work, since I never ran out of many, but was constantly applying spells. Other than that, very nice game, great work!
Well... it works, and it's not buggy! Although it's quite small, everything is smooth, you've got music... You did a good job for this jam for sure, since you knew what to scrap and you ended up with a playable game!
Very nice! I agree with the other commenters on how there should be more time. I barely could organize my pile before it messed up again, and I definitely didn't have the time to make the gear swap to the right enemies. I feel like a better item movement control would be necessary, like being able to pull an item back. This would also fix my other issue of putting items on the edge accidentally and being forced to throw them out. Very good concept and very well executed for a jam though!
very nice :) I'm guessing there's no resources after the bedrock. Since I mined everything, I think I can say I 100% the game
Definitely has a lot of potential with more variation for the different mechanics
Just a recommendation for next time: it's really easy to build for Mac and Linux, so do :) using wine isn't optimal. Also, you can bundle in the pck and you don't need to do a zip!
Edit: be careful with your palette: in the tutorial, text overlaps with the background and becomes invisible