Here’s an example using Kenney 16x16:
my general design philosophy with this game was to avoid unnecessary “gameiness”, i.e. level complete fanfares, completion percentages, etc. but yes, you have finished all the levels and seen everything there is to see in EAT GIRL, at least for the time being.
i’m glad you enjoyed the game!
i didn’t want to add an indicator for where the secrets are because that makes them less secret. the post-game content is meant to be something you dig deep for. but i understand that it’s a little repetitive.
ghosts speeding around corners is unintuitive for sure. it’s actually not intended, but i left it in because i thought it was interesting. i see it as an interesting quirk that makes the ghosts more mysterious. that being said, i am working on some tweaks to make the ghosts a little more comfortable for speedrunners, so a change to that behavior is not entirely off the table.
greg is a mystery.
there’s no OST release at the moment. since the soundtrack is dynamically generated, i’d have to string the individual pieces into something listenable as an album. it might happen someday, but it’s not at the top of my to-do list. i figure the music is most impactful in context
maybe…the soundtrack is dynamically generated, so i would be constructing brand new compositions out of the existing sounds. it would be a lot of work, and i’m not sure how i would make it a listenable soundtrack experience
nice concept, but it’s very difficult to actually adjust the orbits to your liking. aligning the phases of the orbits properly and understanding what the resulting waveform will look like ahead of time seems practically impossible, and it sucks that you have to grab tiny moving handles to adjust them.
with better controls, i think this could be a really great puzzle game!
i like the concept a lot! the way sounds backing back is represented is quite clever and intuitive once you figure out what’s going on. in practice it’s very difficult to play, though…seems like a game i could play in small doses!
game is called Sinewave Surfer, you’re actually a triangle wave. misleading
that being said, nice gameplay concept! the powerups are a little difficult to collect though. i wish they were bigger or just generally farther away from the blocks you’re trying to avoid
you are correct that the filter labels are switched, i’m surprised no one called me out on that earlier!
you can reduce the clicky peaks by increasing the drive iterations. i’m not super happy with how the drive sounds. when i make cocoa delay 2.0 someday, i’ll change that
Even if I have background videos disabled, each screen takes a while to load. It seems like the dots on the loading screen always have to move from the right all the way to the left before the loading screen finishes. I'm wondering if there's some sort of bug there? Maybe the loading screen is waiting on that animation to finish. Whatever the cause, it's a little annoying to have such long loading times for such a non-graphics-intensive game.
When you want to move multiple rows or columns side by side at once, it would be nice if you could hold B and move to make multiple subselectors instead of having to press B on each individual one.
i tried to avoid adding value judgments to the game. that's why you don't see any "you win" message when you complete a level - i find that when a game tries to make me feel good for doing a certain thing, it conversely makes me feel bad for failing to do that thing. but i do think it would be nice to have some sort of acknowledgement that you've beaten every level. if i do implement that, it'll be later, since i'm planning on adding more levels, and i'm not sure what form that addition is going to take.
anyway, thanks for playing and making a video!
EAT GIRL is a game about moving quickly and efficiently through tight corridors. it has a serene and unsettling atmosphere with unusual enemies and varied ambient music.
The game is short - skilled players can probably reach the ending in 2-3 hours.
There's some extra content planned for future free updates:
- assist/variant mode
- speedrun mode
- arcade mode
- secret levels
i like the idea, but i think there's some subtle design choices that get in the way of the mechanic being really cool. i played the game with a controller, and it's disappointing that the movement and aiming is only 8-directional - the aiming in particular would be a lot more interesting with smooth analog movement. i also found it unintuitive how every enemy took more than one hit to kill, despite the dramatic blood particles.
first of all, kudos on the great minimalist aesthetic!
this is the best take on the one-dimension idea i've seen so far this jam. one gripe i have is that the level design emphasizes waiting and memorization, which doesn't appeal to me so much. i also think the very rigid movement (no acceleration) isn't well suited to avoiding smoothly changing obstacles. that being said, i think you have a good design sense!