I have to know about this shadows trick. (How does poke2(63-😐,244)rectfill(x-1,y-1,x+W,y+Z,4)poke2(61-😐,-1,-1) create beautiful, dynamic shadows?)
Steven
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A few years ago, I remembered a euphoric time travel-based puzzle game I played when I was younger. When I learned that it was no longer supported, I was afraid It'd been lost to time. (Eventually I found a port, but it's heartwarming to know that sequel games are being developed. I hope it goes far! Though itch.io doesn't promote great games. Great games mostly sit in the dust, but on Steam they go a little farther, if they fit a certain format.)
A simple feature you could add to increase gameplay value is a "bluff" feature. It feels a little punishing to die as soon as you enter a wrong room. if you wanted to add more depth to the gameplay, you could allow the player to wander off in the wrong direction... at least for a little while. Then, when they realize they've been going the wrong direction for too long, ... they run out of oxygen on their way back to the ship!
It feels very satisfying to see your textmode art in a game. Seeing your original concept art was euphoric, and having it made into a game is all the better.
Hey I actually had more trouble with the player controller this time. It's very difficult to tell what resizing the player will do, whether he/she will phase through the ground (which I later discovered to be platforms). I know that tutorial levels are annoying, but I couldn't recommend anything for this game except a that. Or at least finding someway of communicating the main mechanics...
A huge recommendation would be listening to the Portal commentary, which you can turn on in-game. You will start to get a sense for how Portal makes tutorials fun. But I wouldn't go any further until you get that tutorial biz figured out!
Cheers,
Steven