Really fun, congrats!
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In French we have this saying: "You don't make an omelette without breaking some eggs" 😝
Haha, anyway good job!
Thank you for sharing your score. 😁
I like how he is always holding his arms up.
When I designed this character I wanted them to be his ears actually. But yeah, the funny thing is that it can be seen as his arms as you mention it, and I really like the idea. Small pixels allows our brain to see/imagine such things, and like that ^^
10-10$ is basically what I have in mind for now, so I'm glad you're considering it as well. 💕
Jsut one thig, how do I open the padlocks? I dodn't find any keys in the game.
Whoops! I put padlocks on some area because it is not finished yet. I mean these areas doesn't exist yet.
In a future version, I plan to add a key collectible so that you can unlock secret areas that are inaccessible because of these padlocks. I'm honestly not sure if I will do/keep that. I guess I will see over time what players think about it.
S'ry for the frustration, anyway 😲
What an adorable comment, Xavi!
Thank you to you and your gf for such kind words. ✨
You played the early prototype. This version is almost one year old.
I have made a lot of changes since then that will be available in the upcoming Early Access version.
Anyway I will try to answer your questions as best as possible.
is there only 1 song?
There is only one song in this prototype version, yes.
But there will way more in the EA version, and the final version as well.
I can not tell right now how many as it is too soon to speak, but we - with the music composer - plan to add a couple more music and sfx to the game as long as we keep adding new features and content.
For example in the meantime - I mean in the upcoming EA version in its current state - we have already added another songs for the title screen, and the overworld map. The current song looping in this prototype will still be there in the EA version, but only used for levels from the first 'Forest' environment of the game. We plan to add more environments so each environment will get at least one specific song each.
on ps4 controller, how can I climb thee ropes? I touched every button but Dino doesn't hang to the ropes.
I messed up with climb controls for gamepad. I didn't a few mistakes sadly.
So, in this prototype version you have to use the direction pad of your gamepad to climb stuff sadly.
Hopefully I took some time to improve all gamepad controls for the EA version.
The game will be fully compatible with any modern gamepad such as: xbox controllers, ps controllers, steam controller, 8bitdo controllers, etc.
So in this case, you'll be able to use the joystick to climb stuff hopefully. 😊
I apreciate very much your work and i think you've done a grat job! I would pay you like 10$ buy i'm only 17 and you know, no money untill I can work! XD. But I'll remember this game, and I'll support you as an Indie dev.
I have been also a student for a few years so I can really understand your point, ha ha.
It is probably too soon to make any promises regarding the price. But I'll do my best to find a fair price. It is still an indie game so what I can say already is that the game won't be priced as such as an AAA game since it is not. Plus I really want to make it accessible to as much as possible. Especially for younger players, for example. I'm a dad myself so I tend to insta buy a game around 10 or 20 euros instead of something more than 40 euros.
I'll remember this game, and I'll support you as an Indie dev.
I'm not working full time on games sadly. But that's one of my goals in the future.
Who knows what will happen once Baby Dino releases. I mean what success (or not) it will get. I have no yet ofcourse.. But having support like you does means the world to me. So, thank you again!
You're definitely at the right place.
The game should hit the early access around June-July of this year. I don't know yet the exact date, but I will announce it soon.
It will be available on Steam (I'm currently finalizing the page setup), and ofcourse here on Itch.io (I'll update the game page properly).
So, make sure to follow the game or the studio to get notified about that.
You can also subscribe to our newsletter, or follow me on Twitter to get news quickly.
And if you want to take part of the development of the game, or just have chat you may also join our Discord server.
Thank you again to you, and your gf.
I wish you a very nice Sunday afternoon! 🌞
You know it means a lot to me that players like you enjoy my games, so thank you very much!
Ok, now I get it! Sorry ^^'
Well, someone recently reported me that you can finish the 4th level without the egg. So, try it. Since you don't take the egg, the timer won't start so you will be able to take any time you need to reach the end.. Ah ah, I simply forgot this case.. x)
@ascher.wedel Thank you for playing! :)
I'm afraid I don't understand :<
You need to complete the 6 levels to see your score.
Then, take a screenshot of the end screen.
Couldn't you reach the end yet?
See my score as example:
Music is relaxing. You play and understand what you along your progress.
Having sounds changing during your progression makes the game magic as you wish to just.. Go away listening to this melodic song.
Thank you for this peaceful journey! <3
I made it to level 9 after a few minutes. I will try back later to finish it. :-)
Really amazing game! No need of instructions. You quickly learn as you fail. That's very intuitive! Beautiful art, and sound. Had a lot of fun until last level.
Amazing game you did here <3
Very beautiful art! Game looks really cool, but it is quite a bit of a nightmare to play it on a AZERTY keyboard with a mouse control.. :(
I really wish I could play it with only my keyboard, like arrows keys to move and up arrow key to jump, and possibly spacebar to attack instead of clicking on the mouse. Hope this feedback doesn't look so agressive, I'm just that kind of player who s*** at mouse controls, and that has a AZERTY keyboard ^^'
I'm getting a bug where the rocks get pushed a couple of pixels off-grid.
I'm aware of this annoying thing, and already fixed it in an upcoming version. I've stop working on 'A Ghost Story' for now, because I'm mainly focused on my 2nd game Baby Dino Adventures right now. Anyway I plan to finish this game one day, probably after BDA, and I will post updates as soon as I can right here on Itch.
Also, I know it's a game thing, but why does the cat need 2 grid spaces to walk over?
There is no real reason behind this as only one rock is enough to get the cat stuck.
But I wanted to add some puzzle variety in some levels, and thought it would be a good idea to have to push two rocks on some levels.
No more real reasons than that, haha ^^'
Remember that if you get stuck while inside a bug puzzle you can restart current level pressing the R key, or with the restart panel (with kind of a refresh icon on it). Also there is no visual effect for this as I didn't get enough time to do so during the jam, but keep in mind your progress is safely saved every time you quit/enter a new scene/level. :-*
Well, thank you very much for taking time to give me some feedback.
Hope you had fun playing it.
When you boost, sometimes small gaps between platforms, that you normally go smoothly over, catch you for a second.
Yes, this bug happens because I use the collision polygon of the same character object that gets a sprite rotation while you boost/do a wheeling.
Please let us know what the pickups do. I assume the lightning bolt (Thunder Boost) is Auto-Boost and collecting 10 steaks refills one life. What does the pink steak do?
That's probably a good suggestion, so here it is:
Pink Steak gives invincibility against cats for 10s.
Thunder Boost gives an auto-boost for 10s.
Clock item keeps cats stuck for 10s. They sit down, and won't move during that time.
Why is there one on the top of the screen?
This is actually a hidden/secret feature, hehe.
If you click/tap 10 times on it, game will spawn an infinite amount of steak on the map for a few seconds.
If you're playing on a device with a keyboard, you may also enter the Konami code to trigger it: up, up, down, down, left, right, left, right, B, A.
Thank you very much for taking time to write this post, and share your thoughts.
I pretty much appreciate that!
Anyway since I released this game like 2 years ago, I won't give it any update as it was my first released game.
I will probably work on new runner one day, but I doubt about working on an update for this one. Sorry about that.
Hey, guys! 🤟
For Devtober this year, I decided to get back on my 2nd game development: Baby Dino Adventures.
I released in July this year another alpha demo/prototype for free of Baby Dino, and then took a 3 months break after that because I thought it was time to rest a bit almost 1 year spent on a project like this. I also wanted to take some time to join my first game jam ever, which was GBJAM 7, during August this year. But that's another topic.. ^^'
Well, enough context..
Now, let me share a few words about how I felt this devtober thing.
What Went Right
Going back on a one year old project kind of scared me, but once I opened my latest stable project version into Construct 3 I was surprised that I was not that lost after all.
I didn't really know where to start so I spent 2 hours writing a to-do list with every feedbacks I got from the past few months — since I published the demo back in July. Ofcourse, this list was pretty huge with lots of bugs, new possible features or improvements.
I tried to not focus on the number of to-do items left, but rather try to find which ones could be done more easily, and quickly.
The idea was to get things done first. And not get lost into feelings like "OMG, there is still this and this do".
As I'm not working full time on games, I also decided to try share a video/gif of my progress every 2 days.
After a few days doing this, the idea came quite naturally. I didn't really had to think about what to share anymore, because it fluently came to my mind. Like, I mostly did these gif/video record while testing new stuff.
Doing this, aside completing tasks daily and getting encouraging feedbacks, gave me a lot of motivations because I really felt like I was going forward step by step despite that huge to-do list standing..
Here is my complete changes list:
- New Forest Tilemap (simplified, and resized to 16x16 pixels)
- Removed all past levels
- Reworked objects library
- View Up and Down – While Baby Dino doesn't move, press up or down to see hidden stuff, or secret paths
- Push objects faster – Press 'ctrl' key on keyboard, or right shoulder trigger on a gamepad near a pushable object to push it
- New obstacle - Spikes (up, right, down, and left)
- Static (on tilemap)
- Moving (with delay variables) & shake animation right before they trigger
- New enemy - Chestnuts
- Thwomp like behavior
- Trigger once Hero is near
- New enemy - Bees + Hives
- Boo like behavior
- Spawn bees once Hero is approaching a hive
- itemsCollectible family objects
- World to HUD animations
- Current collectible objects are: steaks, hearts, keys, and eggs
- Animation when a box explodes, and hit a steak or heart (it pushes them off screen, and player can't collect them anymore)
- More controls for Running added for keyboard input - as requested by @bobbyjackdotme
- ALT, and CTRL on Windows
- control, option, and command on macOS
- Box particles on object destroyed
- New Forest Tilemap (simplified, and resized to 16x16 pixels)
- Enhanced Boxes collision
- Start screen issue due to missing caps on objects name
And here is a video overview of all the new additions to the game:
What Went Wrong
Feeling motivated is something very important. But I learned that you have to listen to your body first.
I felt sick for one week, and I think it happened because for a few days I was so motivated working on an exciting feature that I slept just a few hours for 2 days. I finished that new exciting feature, but the day after.. I was exhausted.. The bad thing is that I couldn't rest that day because of life stuff that couldn't wait.. My body was very weak at that time, and I instantly felt sick. It took me one week to get back healthy which could have been avoided if I probably stopped and get to sleep not so late..
On a side note, I also learned it sometimes worth to spend 2 hours on an annoying feature that you could reuse in the future instead of ignoring doing it, and repeating your code. You think you saved some time, but once you want to make even a small change to that XX duplicated feature then you will start crying editing the same thing XX times, and probably make new annoying/non-sense bugs.
What to Fix/Improve (next time)
1. Listen to my body.
If I feel tired or not motivated at all, then I won't force me to gamedev anything. I'll rather try to sketch ideas, or do something not gamedev-related like going-out, spend time with friends/family, etc. Maybe tomorrow or a few hours later, I'll get motivated enough. But don't cumulate stress or tiredness.
2. Clean, and optimize my code.
If I duplicate some code, it probably means that I can avoid it. Don't reinvent the wheel, but just consider thinking about it to avoid doing shitty 'nightmare-to-edit' features..
So, Devtober 2019 is finally over!
A huge thanks to the organizers, and the Discord community which were kind, and very helpful all along this period.
I will try to keep this little every 2-days personal goal to achieve something for my game, and try to also share a video/gif of my progress so far. Even if it is a small change, or a short video.
In February next year, I'm going to 1UP conf in Belgium where I will get an Indie Booth stand to showcase Baby Dino. So this is my next big deadline: get a new playable demo for that day, and use the same 2-days workflow I used during Devtober.
Didn't take time yesterday to write up a comment, so I thought I should today..
I really like the concept, and the originality. It took me a few tries to understand how foot prints work, but it's part of the puzzle I guess.
Great entry! Cool color palette, and sounds.
Thanks for your kind words.
I'm really glad you enjoied my tilesets. I did spend most of my gamejam time on it.
Oh, yes! I struggled a bit with collisions. I think I would rework it all if I had to restart this game from scratch. But you know.. We learn from our mistakes, haha.
If you are curious, you can press [i] key at anytime during the game,and you will see my debug stuff as well as collisions stuff. I didn't remove the feature since it was so useful for debugging.
P.s.: It's such a shame I couldn't play your entry.. I don't own a PC for now, but I bookmarked it for later.. Once I got my desktop back.
In the meantime, if you have any gameplay video I'd love to see it.
Thank you for playing, and taking time to comment/rate it!
Yes, as you read I ran out of time so I tried to focus on building levels, and providing a story that could end by teasing what could be next instead of something like 'I ran out of time, sorry but this is the end..' 🤣
I'll consider your feedbacks for the full-game version. I'll probably try to make it during upcoming months.
Didn't get time to play a lot tonight.. I have to leave, but added it to my collection because it was so fun that I really want to play it back until end.
Great job! Graphics are really stunning 😊