All suggestions look dumb until they actually work.
There's a least a dozen ideas I've shot down in this thread, only to figure out a way to do them in a years time. I appreciate all contributions, thanks.
I've considered a 2 player dungeon, but I think for it to work I would need each player's active area to animate independantly.
In an early version of Six Match, other players would lock up parts of the board that they triggered movement in. This allows one to have a turn based game with multiple players.
It's on the list of possible dungeons, I've just yet to think of a way to implement it.
Originally in Ending the allies moved by themselves and everyone complained that they didn't like it. The issue comes from the fact that it has nothing to do with your actions - it's just something going on that you have no control over.
If something did act independantly of you, it would also need inverted behaviour when converted. That's kind of hard to imagine, unless the whole point is that you only control it when it's an enemy. Which could be interesting I guess.
-
I will consider a bestiary, but it's far more work than it sounds and not fun to work on.
The sequence is ROX where R is you, O is the bubble, and X is any other object. In any direction. Like popping a spot, pressure from both sides.
You can talk to the other RCV to move it around, allowing you to put an object on the other side of a bubble to pop it when pushed. Otherwise the bubble will say scronch. I do believe this area needs a tidy up and a bubble popping enthusiast to learn from.
It's also possible an error occurred, softlocking the bubbles somehow, but I don't have any leads yet on what that could be. I'll keep a look out.
Thanks very much. I appreciate your input.
-
The intent is to have a backing track that plays only when your vacuum is on, like you're one of those characters that has their own theme tune.
Having actually worked as a cleaner, scrubbing back and forth is a core part of the experience. There's a couple of ways to speed it up, so I should leave tips for them.
I will be adding a menu for save slots and hopefully a backlog of the chat if it isn't too much grief to install.
Pop all the bubblewrap (needs something on both sides to pop), then double check the party goers.
I'm a little concerned a mouse or two may not have stepped aside to help, which was a bug I thought I fixed. The intent is that if you talk to everyone then you have it spelled out to you - so you can be a wallbanger first if that's more fun.
There are some remaining bugs in the engine that need to be solved unfortunately.
When I've tracked them down I'll be able to look at porting to iOS, though I would prefer to put that version on the app store where it will cover its cost to make.
I'll see about some promo-codes for folks who've supported the game so far on itch.
Thanks for letting me know.
I'm afraid there's no way for me to reproduce this at the moment, but I will keep an eye out for it.
If it ever happens in the desktop build you can undo a few times and press M to save a screenshot (which will have the level in it that I can load to reproduce the issue). Unfortunately, saving to the Android file system isn't supported by the libraries I use.
The team-swap is an interesting twist on the converter's attack, and the roller is a good candidate for it as it requires the activation to prevent it being invincible.
I do wonder if there's other applications though. A reverse-converter would get insta-murdered mostly, but for key puzzles it might be relevant.
Or if one wanted a flaming barrel type of attack, then maybe there's room for a piece that spawns bullets when it has an empty line to an enemy.
I fear the aggressive roller would actually be more of a friendly roller as it would just get punched back to you, given that rollers only die when hit from behind when rolling. Or maybe the variant wouldn't and it would die on its first bump - then you'd get your exploding flaming barrel. I will probably try out a few variations as there are indeed a few loose threads to pull at here.
There is no developer mode on Android (it would require more work than I can do in my spare time).
It detects a gamepad automatically, you will see a gamepad symbol on the title screen bottom-left. Something like a USB C cable might work (it works for me), or you would have to pair the gamepad wirelessly in your phone's settings - I recommend turning to the internet for advice on that one.
It runs fine on my Samsung M23 (2.2 GHz) where it defaults to 60fps, but I will double check the framerate.
Before the latest update I optimised a lot of systems, to the point where I can get a web build to work. If you're able to connect a gamepad to your phone you can try the browser demo to see if it's just as slow (it runs just as fast on my phone).
Finally, can you post what phone you're using please? It might be a hardware issue. I can't promise I'll be able to fix it, but at the least I can let others know of potential issues.
My problem is that I have the memory of a goldfish. so I've no idea how well I'm doing. I literally don't know if I've had a score even worth comparing to your list of bad-to-good scores because there's no record. The score is there and gone.
If I play again there is no tension as I close in on my best attempt - I don't know what it is. And so the score doesn't matter to me, and yet that seems to be the entire objective so far, to get a really big score.
I've no idea how that works. From what I can tell I'd be asking people to install some random extension to even to get it to work on itch.
I've added the swf file to the downloads. If running it as a desktop executable isn't enough then the swf is there to drop into something else.
Otherwise, the source code is linked above. I don't have the tools to compile it anymore, but maybe someone else does.