Holy cow, it's all so simple...and so very effective during gameplay! I literally had no idea that the loop was only around 8 bars. I'm impressed all over again ;)
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Controls nicely, but the one bad monster's home-in-on-you movement is kind of unmistakable (and fairly difficult to counter, honestly). If you do have the exits only open once the bad monster's destroyed, I might actually suggest slowing them down a bit so you actually can challenge them.
Love how the music all shares a common melody, showing very clearly that it's original for the game. I could feel the effort that went into it.
Also, and this is just me: the simple gameplay here doesn't jive well with my Undertale-derived understanding of friendly monsters :)
I love this game
Coming up with your own signals feels very organic, and totally took me by (immersing!) surprise. The confusion over having accidentally made short-beep into yes was a lot more fun than it would've been otherwise, thanks to the signal being for a character who I'm communicating with (and can't amend the mistake with~!).
And the lightning parts are so intense when you've already gotten to know the character...mostly because he comes across as an actual character and not just a (calling him "faceless" would be in poor taste, so, uh) soulless wad of programming code.
Gotta say, you've got skills, man. Do good with them.
Both glitches noted, thanks. Not sure what makes the doors do that, but I figure, forty-eight hours can be better spent on level building than on fixing a weird glitch that doesn't really affect anything. (Unless they kept opening and closing--on my end it was always just whuppa-whuppa-wup and then it's open.)
I guess that is a valid interpretation of the way the game communicates. What I had in mind was that when you possess another, the first one is left free but has to spend a bit of time recuperating from the experience.... Never did get around to explaining how the kids you leave behind actually get to the next levels they appear in, so I can see how you might think they just didn't and lookalikes are showing up.
Thanks for playing the game, and I'm really glad you thought it was worth expanding on. I'd have loved to get more puzzles in there, but I kinda saved level design for last so I could ensure things were rock-solid (as rock-solid as I know how, anyway) in terms of mechanics. Might have been a mistake, but hey, at least you liked the ones that were there.... And I still definitely want to build on those ones. Two of the kids have skills that never got used, one of which was never even implemented!
Strong Undertale vibes from that level with the alternating red and blue lasers.
Didn't immediately "get" that it was a mouse game as well as a keyboard game. Might want to signpost that a little.
And when I respawned the first time, I had no idea I had respawned.
Ah, okay, simple enough.
With UnityEvent, you can add listeners from the editor, complete with up to (I think) one static, unchangeable-at-runtime parameter. I've no idea if that's common (it is among replacements), but I know I love it to death~
(Actually, it's the very same thing the GUI system uses for buttons and the like. Maybe you knew that already....)
I've never used another event system, actually. Just so we're on the same page, what exactly is an event system in your book?
It works fine, I believe--I didn't have trouble with it for a small-scale game like this--but there are copious replacements out there to fix problems, and I know several caveats have stopped me before:
- Callbacks don't run in a particular order, and in fact may be outright non-deterministic.
- Methods to call must be public void. No idea if this is standard; all I know is, it's tripped me up at least twice.
- To pass multiple parameters, or even a single parameter if it's not static in the editor, you have to create a class which inherits from UnityEvent<T0...T3> and use that for your UnityEvent field. To make it accept parameters when you Invoke() it, you have to explicitly select the dynamic variant from the dropdown menu.
- Oh yeah also you get four parameters max, but I've never run up against that barrier (but I've also never used UnityEvent to link together whole gameplay systems before).
Again, I've no idea what other event systems are like--all I know is, UnityEvent lets me use the editor to connect systems~
Honestly, I thought it would be, but it turns out that most of the supplemental mechanics didn't actually rely on any core mechanics beyond "character can move into this space when s/he wasn't before." UnityEvent is a beautiful thing, and I have absolutely been underutilizing it.
...Then again, I stayed up until about 5 in the morning struggling to add in the softball throwing, build out all the character abilities, and make enough levels to properly utilize at least three of the characters, so yeah, there was definitely a drawback to it :)
Huh. I said "completely different," didn't I....
My game was meant to have five characters, each of which has a unique ability. Not only did I decide to completely skip one ability so I'd have time to build actual levels, but I also couldn't think of anything to do with the replacement ability (which another character shared). Consequently, the game features two entire characters who only appear in the first, final, and semifinal levels, none of which make use of character abilities at all~
On the note of the semifinal and final levels: the entire first day was spent trying to build a completely different game out of magnificently incoherent mechanics. Most of the levels were built on the second day, after completely replacing the core mechanics, but I decided to tack on levels 1 and 2 from the original game at the end, just to avoid having to make a proper ending screen.
Definitely needs some polish, but leaping around like this is certainly fun enough. This could be a really addicting mobile game, actually. Seems to already have the screen orientation for it.