I too hanker for saving. Got a bit Shawshank Redemption in my run and felt like I'd need a few more hours to dig my way out of the mess I'd made.
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I tried melee range to begin with and you just lose health all the time. Ranged was the solution that worked best for the sort of person finding this game.
For a future game where you hit things in an order I'd give you different range weapons. And it wouldn't be words it would be spells. But I thought of all this like a week after 7DRL finished so here we are.
I cannot reproduce this issue.
If you collect a spell you can press number keys 1, 2, or 3 to activate them. If they cannot be cast there is a noise and a red cross will appear over the spell. The numpad keys will be affected by numlock so you may want to use the main keyboard numbers.
Example: This is the randomise spell being cast by pressing the 1 number key.
You have to collect spells before you can use them.
The 1st spell appears after you have defeated one word.
If using the spell would provide no benefit then the spell will not be cast. (Eg: Casting ❤ when you have full Health.
This would make sense if the formatting of the ability matched every other ability. It doesn't. Instead the ability has bold text (like all other mutations) but is phrased like a monster ability (which never has bold text).
I ruled that it would be a once per rest ability when a player got it as a mutation. The players cannot get any sand from the squid's puppet as it is already dead. The ability itself is a double edged sword as no one can see through it. This struck me as a reasonable compromise.
The monster sounds like a cool idea, but its text is definitely wrong.
The Marionetta Squid entry on p58 has no attacks and the text describing what happens when an heir eats its sand comes before the description.
Ink Cloud: Creates a 15x15ft zone of Magical Darkness around it.
Is this the mutation? Is this what the squid does? If it's the mutation then is that just always on?
I'm finding it very hard to look around on gamepad. Because the right stick isn't a dedicated "look around" tool I end up walking by accident when I try to look.
I want to explore but I keep getting pulled out of the experience by the weird controls.
OBSERVE AND TREMBLE AT MY L33T HACKER POWERS - I CAN STEAL THE SOURCE CODE OF ANY BITSY GAME!!!
MY RIGHT MOUSE BUTTON HAS BEEN INSTALLED WITH THE ELITE HACKER PROGRAM "INSPECT ELEMENT". WITH IT I CAN STEAL THE SOURCE CODES OF THE ENTIRE INTERNETS!!!11!!
The download for Roomba Quest includes a text file with just the source code so people that aren't familiar with "l33t hacker skills" like Inspect Element (or that the code is inside the html file) can just take the code and learn from it.
I disagree. The logic is that the prompt is visible only when you aren't delivering input. If you want to experiment then the UI should get out of the way - regardless of the context.
I intend to implement a way to look around the map. Also another reason the prompt should hide.
Challenge is never simply there to convey new ideas. First you introduce an idea, then you demand that the concept has been internalised. If you don't escalate then you've thrown an idea at the player and they may have lucked out getting past it.
There's shortcuts to bypass the hard bits on the backtracking, perhaps they aren't telegraphed well enough.
Criticism is welcome but criticism is far better when you complain about specifics and what to do about them. Because then I'd be able to work on a directors cut incorporating everyone's feedback. "It's got no music" or "this is too hard" is unfortunately something I can't respond to. I'm not a musician and to me the game is fairly easy (and I'm really bad at most games).
Powerups change passives. The most powerful at the moment is Hook because having a hook makes you immune on one direction.
If you enable edit mode in settings you can press P during play to experiment with this stuff.
Well... elements are still allied Us and Them. There's still value in a box with a passive that you can swap with or one the enemy won't attack.
It's just that previously I was trying to fill twos lists with baddies and goodies. And the goody list was bigger because Scroll and Box aren't a threat. I'm sure there's elements other than Scroll that could be truly of traversal allegiance, but to be honest Scroll is only neutral because allowing the enemy to use it isn't fun (you get lots of endless shoving matches).
Endless now needs a balance overhaul because it's quite messy. But I kind of like it at times so I'm going to have to figure out how to make the diversity fluctuate.
This thread on the Bitsy forums answers this question: https://itch.io/t/234122/how-do-i
Bear in mind that Roomba Quest uses an older version of Bitsy and some special things like gate-key interactions I had to use a tool called Borksy to hack the game so I could make special exits. But in modern Bitsy you can do these things without any external tools.
I have a few issues to fix that I've noticed whilst making levels, but next on the to do list is variations on the doors ie: degrees of being surrounded by wall, ally door (would need to be buried under wall or wall-ally-boxes), maybe a door that subtracts progress to let you escape to an easier room, etc.
After I'm satisfied the door variations work I'm going to look at quests for endless mode. You would start endless with an objective. Though it might be hard to have "kill X amount of Y" without knowing if Y ever gets spawned enough for a seed.
There's no death log with undo so I guess I need to make a pause screen that feels like a notebook.
However, I feel like you've hit on a point that the endless mode needs more intimacy. How else would you get to know the beasts. It's currently like a sweaty puzzle nightclub. But there's no chill out room. Just corridors full of noise till you hit another dance floor. Maybe ally-doors could help if I buried them under the right elements.
I will update this post when I realise people keep asking me something. If you want to ask me something my twitter account is here, you can submit bugs or complaints to this thread, and you can tell me about your crazy ideas that I just have to put in the game in this thread.
Is it coming to Steam?
When a full puzzle campaign has been created and the endless mode is in a state I'm happy with, then the game will be released as an Early Access beta on Steam as well as on itch.io. I'm developing the game as a hobbyist not an indie developer so it will take a long time.
Is it coming to Switch?
I don't have a Nintendo developer account as an individual. The game would have to be popular on Steam for me to negotiate an opportunity to sell the game on Switch. We'll have to wait and see.
Is it coming to mobile?
Eventually the game will be available for android and iPhone but it is absolutely last on my to-do list. Creating and maintaining a mobile game is quite stressful - I speak from experience. The android version will be available on itch.io and I will likely beta-test it here before anywhere else (unless Apple come knocking with a wheelbarrow full of cash, which is highly unlikely).
When will it be finished?
I don't know. I spent several months trying to design the right kind of raw data the engine would use. Something that would take up little memory but allowed for a lot of complexity. The intent was to make sure I wouldn't hit any development road-blocks later on. Projects I've worked on before have suffered because there was no raw data to begin with.
I may have planned ahead for Unending but this is still something I'm making by myself in my spare time. Any progress with the user interface will be glacial - I do not enjoy it. Otherwise the game is quite fun to work on.
How much will the finished game cost?
I'd like it to cost $20 or more. Enough so that putting it on sale would actually mean something.
I trained as a fine artist so I can't really be lectured on the value of things when I've seen actual piles of garbage sold for around $10,000 that will only appreciate in value (unlike any videogame). That doesn't mean Unending will be overpriced, but it does mean any comments I receive saying it is won't be taken seriously.
I had a lot of complaints about turn speed recently so I'm guessing I may need to figure out how to publish a smaller web demo.
Though I am also making undo faster, adding input buffering, and variable turn speed.
There is already a bullet launcher - the spawner-bullet. I don't want to make new elements that repeat what's already there. This gives me an idea for a cluster bullet however - like the cluster-turner.
I have already considered other exit types - they could be shielded. They could be ally-doors that have to be released by scroll blocks or fighting. I am considering a key-passive for the puzzle mode (you must kill all key enemies to unlock the door). The key might be a good addition to endless.
The endless mode is not finished and neither is the game. The progression is a ramp upwards - whereas desirable progression should be like a sine wave. Developing an algorithm for this is very complicated and takes a long time. I have no intention of letting one finish the endless - you can finish ending, this experience already exists and does not need repeating. I am however considering achievements that one can search for, or quests. It's important to investigate a game experience that has no win state. I understand that a lot of people will be angry or upset that they cannot achieve closure. The point is to keep researching mechanics and play to find a space where a win condition does not need to exist. I don't expect this to be easy or quick to resolve.