Hit a tiny snag and unfortunately had to pull it. Working on a fix, should be up ASAP!
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Oh no! That sad face makes me sad too :(
Have you taken a peek at the tips in this post? They might help you get over the hump. Once you get past the middle point of a document, I find everything sorta slides into place!
There is not, unfortunately. Would you like one? I’m afraid half the fun is in verbalizing the feature you’d like to guess about, I don’t think the Playdate has enough processing power to analyze speech :)
I can sort of imagine a spy guessing game that was one player, but it would have to be substantially different. Maybe that’s inspiration for another game!
Many thanks for the comment, Logan! Delighted that you’re having a good time.
Yeah, D38813 may be a little harsh messing with you when you reload. I’ll have a think about that. It’s worth noting that it won’t do that if you just sleep the device. Also, the game doesn’t save unless you change something, so there’s a soft limit to its malfeasance.
You know, I’ve noticed the dead zone thing too. Not super certain what that’s about. I tried to counteract that a bit by adding a little curve to the crank so that smaller cranks scroll less, letting you crank farther to get more precision, before ramping up to much faster when you, err, crank it. Going to have to experiment over time to find the best feeling response. Thanks for the input! Always great to have more insight.
Hey friend, thanks for playing!
I’ve collected a few FAQs and tips for making it through SCP-D38813’s defenses in a new blog post. I hope they help!
The interface, samples, and crank I think already give you the quaint vibe. You could have infinitely long pieces of music and it'd still feel just as nice. Heck, I'd even like to explore something generative like a couple of randomized arps that just made endless tinkling runs.
We'll certainly need more capacity if we're going to transcribe a few Wintergatan songs in here!
Aww, this was a fun throwback! You were only missing one convention from the old days: just entering look or examine by themselves should give you your surroundings and exits again.
I don't know if you needed the audio either. I think in the end it added a false sense of crime drama tension that ultimately made me more anxious than helped set the scene.
I think your layout was great: the big north-south spine was easy to tease out, and you kept yourself to a nice shallow, easy to understand structure hanging off of that. The writing was nice and flowed well from scene to scene. I bet it was tough finding all the different unique keywords for scraps of paper :)
Unfortunately I couldn't finish the game. At one point after visiting every room and doubling back to work out the rest of the code, the interpreter locked up: any lines I typed just vanished with no response. I'm curious enough to try again at some point though!
Overall, well done!
Nice! That's definitely a decent arcade game. Good job on the visuals, and the controls felt nice and snappy. I think there might be a bug with the parcel pickup though: I didn't have to press space bar after the first time, I could just drive up to the corner and he'd grab a parcel automatically.
Lovely choice of music too.
This was super interesting. I have to admit the mechanic was actually rather annoying: I just couldn't figure out a reliable way to swing the sword, and many a sword swing seemed to do nothing to the enemies :(
Having said that, it's a testament to the sheer quality of your presentation and the interesting storyline you have going that I genuinely wanted to keep playing. Kudos! I also have the sneaking suspicion that maybe the frustration is deliberate and motivated by the story?
Unfortunately I crashed on after the little blue fellow who gives you the gentle reminder. I caught a glimpse of the the exception in the console window before it went down: I think it was a memory corruption trap that was caught during SFML.Audio.sfSound_play, with OtterTemplate.Entities.Enemy.Hurt() in the callstack. I was mid swing through a field of enemies.
I'll give it another go later!
Thanks DrMelon! I really appreciate the kind words ^__^
I'm definitely going to tinker with it some more: I have an appetite for working on the combat now and want to try some things. Primarily I want to make the switch button add an attack when mid combo, so swipe - swipe - fire, or fire - fire - stomp; that sort of thing. Then I have ideas for enemies that make you want to use those. Thematically, I have this vague notion of having my characters bond in the player's head by cooperating in combat, the way that the characters in Ico bonded by helping each other out.
Hey, that was neat! I really liked the variety of monsters species, and I super appreciate the little landing intro cutscenes.
The one bummer was the boss laser: you may want to put a second or so of invincibility on your player after it's been hit, that way the boss laser won't drain all your health if it happens to line up just right!
That was superb. Played it all the way to the end!
There was some jank in the combat (I'd swear I hit them, but I got hit instead), but that was ok.
It's a shame there was no audio, but that was ok too.
There were a few cheap enemy placements, and I'll hate those deku looking bastards as long as I live
But I LOVED the non square pixels, that was awesome. Loved the art all together, what a lovely palette.
I loved the level design: you did a lot with the mechanics at play.
I'm super impressed by the amount of stuff you got done. Cutscenes, overworld and dungeons? Class act!
Great work all together; looks like the investment you made into pixelbox paid off :) Job well done!
I liked the look of that, great titles, nice in game, and I enjoyed dragging up piles of gold ^__^
There's definitely something off about the controls though, I just never quite got the hang of them. Even after a few minutes the little guy would still not quite do what I thought I was telling him to.