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Ian Eborn

A member registered Mar 02, 2019 · View creator page →

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This was a fascinating--and strangely meditative--experience. ^_^

The errors in the archaeology feel plausible, and reflect uncertainty in our own understanding of the past (which is indeed yet developing, I believe)--and further, provide a curious window on our own time.

And all this aided by a lovely and appropriately-calming voice-over by the voice-actor.

Very well done, all involved in this! ^_^

Thank you for letting me know! And indeed, the issue does seem to be fixed, and I've now completed the game! It was a fun little experience, and thank you for it. ^_^

Good good! I'm glad to read it! ^_^

This seems like a fun game as far as I've gotten, and with a pleasant theme. ^_^

That said, I fear that I may be stuck: I'm on level three, and I'm finding that sometimes a single movement takes two points to enact, instead of just one. As a result I'm consistently running out of points before I manage to get my bee back to their hive. :/

This was impressive! ^_^

The visuals were appealing and intriguing; the puzzles were clever, unusual, and impressively varied; and the mechanics were elegant and effective.

Very well done, I do think! ^_^

Eeeexcellent, and thank you! :D

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I hope so!

But indeed, I shall await royal decree! ^_^

Oh! I wanted to ask something along these lines myself!

Can we use this technique to apply the sound effect to different types of event?

To give my specific case, I'm thinking of using my sound effect to convey footsteps. However, if I start with a longer, deeper effect, then I can additionally use it to convey a character falling to the ground, and speed/pitch it up to then serve as footsteps. Would that be okay?

Thank you very much for your comment, and for playing the game! And I'm glad that you seem to have enjoyed it, and like the snippets included! ^_^

Ah, yes, I do like that "footsteps" snippet. And it is a sweet and precious thing that it describes, I feel. ^_^

I can definitely believe that the hit-boxes could be bigger: generally speaking, I think that it's better to provide larger hit-boxes for things that it's positive for players to collide with (and smaller ones for things that it's negative for players to collide with).

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Ah... I'll confess that I didn't manage to pick out a "glowworm" sound from the music that plays in that area.

I'll give it another shot then, I think!

Thank you for the hint! ^_^


Ah, I've caught the glowworms now, thanks to your hint! ^_^

That said, I was somewhat surprised by the accompanying sound this time--I'm not sure that it actually played on my previous run of the game. If it didn't, then that may be (part of) the reason that I didn't succeed on that occasion.

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And done!

That was overall a pleasant experience, and I did rather like your use of sound in it. ^_^

I'm enjoying this game thus far, and the music really does add to the atmosphere, I do feel. ^_^

That said, I fear that I find myself stuck: In certain places I've found myself tasked with catching a creature. Attempting to do so results in failure, and the instruction to time my catch better. But I haven't found--either as an in-game object or as part of the audio--a means to time my catch.

(I've tried timing the press of the enter-key to various points or features in the music, but thus far to no avail.)

May I request a hint, please?

Excellent, and thank you! ^_^

Ah, I see--of course! I hadn't thought of its tile-based approach as--indeed--incurring the presence of a number of assets. Fair enough, and thank you for the explanation! ^_^

And thank you for confirming that Panda3D should be okay--and indeed, it has no such requirement, I do believe. ^_^

(The only caveat that I'll mention is that I believe that it handles text by internally rendering the glyphs of a given font to a texture. I'm hoping, however, that this might not count against it in this jam.)

Thank you, on both counts! ^_^

Thank you for your answer! ^_^

Ah, that's curious about RPGMaker! I do wonder what it is that causes it to violate the rules... But no matter!

As to what engine I'm contemplating, I primarily use Panda3D for my development (link:, and had it in mind to build a "light VN framework" with it that I could use for this jam.

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If I may ask, regarding the following rule:

  • use any engine to create a game that is considered a VN first and foremost (e.g. due to the required assets needed, an engine such as any version of RPGMaker would not be allowed

For someone who doesn't use RPGMaker, what assets are required, and how, that it would be infeasible to use it for this jam?

I'm thinking of using an engine that I'm already familiar with, but want to check that whatever it is in RPGMaker that disqualifies it wouldn't also disqualify my engine of choice...

(I doubt it, as the engine in question is a very general one--but I'd rather ask superfluously than find out too late that the engine isn't allowed.)

(Someone else above asked my other question regarding this, which was about developing the mechanical features of a VN ahead of time--I am encouraged that this is allowed!)

This was a pretty neat experience, with a surprisingly engaging (and clever!) central mechanic! Nicely done! ^_^

This was a pretty cool little game! A fun gimmick, some really nice sound, and neat visuals. ^_^

Well done, I think! ^_^

Nope, I'm afraid that clicking on the window doesn't seem to help. (I imagine that I did that when first I played, but I checked just a moment ago in order to be on the safe side.)

As to browsers, I'm using Firefox--I haven't tried the game in another browser.

For what it's worth, other Unity games have worked for me, as I recall--but then, that doesn't always mean much.

In that case, I think that it works well. ^_^

Just to check that I'm responding to the experience as it's intended to be: On my machine, I saw distant trees rendered over nearer ones. If that's the intended effect, then well and good!

And it's an interesting effect! It feels a bit like looking at stained glass.

I'm not sure of how well it would work with other objects present--the background is quite busy--but as it stands it makes for a neat visual experience, I think.

That would do it, I daresay! And I'm glad that it sounds like a fairly simple thing to fix. ^_^

The first one that comes to mind is an old game, "Bad Mojo"; in that game the player-character is transformed at the start into a cockroach.

This is odd: I don't seem to start where the walkthrough has the player starting.

Instead, I seem to start directly in front of a stone circle, at which point I simply hop over a low obstacle of some sort and advance to the crystal within--at which point the game ends.

I see none of the trials, and turning around to the cave at my back doesn't seem to achieve much.

Alas, the game doesn't seem to work for me!

On the initial "controls" screen, I see the instruction to press "w", and I do so--and nothing happens. Eventually the prompt to press "w" comes up again, and so on.

This is a fun game, and I've enjoyed my time with it thus far! ^_^

I did encounter a bug that stopped play, however: I somehow ended up with the red magnet stuck on some point in another room, and refusing to retract. As a result, I couldn't use it any more.

It's my pleasure! I hope that some of it has been helpful. ^_^

Ah, I'm glad to read that you have weapons other than swords already in the works! (Already being forged, one might say. ;P)

As to more-unusual swords (well, dagger-like things), the one that springs to mind is something like this:

But more generally, multi-bladed weapons and the like: think of Darth Maul's two-ended sword from the Star Wars prequel trilogy, or The Kurgan's pronged sword from Highlander (see here: )

Otherwise, it sounds like you have things in hand. ^_^

Hmm... It's an interesting mechanic, I do think!

I have a few thoughts:

First, I do like the variety that it can produce, and the manual feel of it!

It is perhaps a pity that the system doesn't support some of the more unusual styles of blade--or indeed, blades other than swords and daggers--but what it does provide is pretty neat, I do think.

That said, it does call for quite an investment of time and effort on the part of the player. And not only that, it calls for the player to spend a significant amount of time away from the rest of the game.

Thus, if I were engaging in this as part of a larger game, I think that I'd want the results to be rather better than anything that I might acquire by looting.

On a similar note, as it stands the mechanic does feel like an awful lot of clicking. For which Two ideas occur to me:

* First, that the effect of a single strike be exaggerated, thus requiring fewer clicks.

* and second, that striking the blade be done simply by holding down the mouse-button, ending when the button is released, thus reducing the number of individual presses involved.

The former of those--increasing the impact of each strike--might also aid in conveying the effect (if any?) of heating the blade.

All that said, I feel like this could be pretty cool in the right game! ^_^

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It's not a problem! ^_^

Ah, yeah, it can be quite a nuisance when a bug appears only on the systems of other people, and not on one's own! But fair enough!

At a guess, could it be that you're not applying the time between frames when calculating the increase to apply in a given frame? That might account for the bar filling at different rates on different machines.

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This seems like a neat little mini-golf game--but I'm finding that the power-bar fills up far too slowly, at least on my machine. It seems to take a full twenty-five or so seconds to reach full power!

Now, I daresay that there are those who would be glad of the ease that this provides. So what I suggest is that the speed of the power-bar be made configurable: that you provide a setting that allows the player to adjust that speed to their liking.

Otherwise, the art is nicely done, and the music is pleasant. Further, the ball seems to move and respond well. ^_^

That's very fair! And in that aim of inspiring self-reflection, I think that you succeeded, indeed. ^_^

A rather enjoyed this! It was relaxing, and charming, and sweet.

I was a little disappointed that there was no analysis at the end--no "here are your traits, as discerned from your choices"--but I enjoyed the journey, at the least. ^_^

So, hints!

First: There are no more puzzles, as far as I've seen: The video shows them all!

Second: The maze labelled exit does have a solution!

Third: Solving the "platforming" puzzles on the walls of the rooms provides clues to the maze.

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Ah, your video helped me to find what I had been missing! And with that final clue, I managed to complete the game (I think, at least)!

(To be specific, I had managed to forget about the third room holding a little controllable figure, and somehow had not stumbled upon it again after discovering the related mechanic.)

So, thank you for that! ^_^

In case you want to find out how to proceed--or anyone else does--I'll add some hints into a reply to this message, I intend...

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I believe that I've found the answer--or at least, an answer.

In case it helps others who might want to do something similar, here follows the skeleton of the code that I used:

Note the use of "nth-child"; this allows us to select the relevant image for each collection.
Within this "nth-child", we want to alter the appearance of the title-link given for
the related collection. This link is produced by an "<a>"-block, which is
contained within an "<h2>" block, which in turn is contained within a div
of class "inner_column".
.collections .collection_row:nth-child(1) .inner_column h2 a
The below does three things, if I recall correctly:
1) Force the link to have a given width and height, specifically
   that of the intended image.
2) Force the text off-screen (note "text-indent" here)
And 3) Have the link display the intended image.
    background-image:url('[THE URL TO YOUR IMAGE]');
/* Repeat for the remaining collections... */

This was pretty neat, and I enjoyed it! ^_^

The metroidvania-ish use of new abilities, which then unlock access to more of the game, was enjoyable, and the abilities themselves fun to use. ^_^

I also rather liked that gaining abilities restored the central grove: not only did it give the feeling that one was helping, but it also provided a bit of a sense of progression.

Another thing that I liked was the phrasing of the text at the top: always framed in terms of something that the player and/or character can do.

One thing that I disliked, I'll admit, was that the overall level structure was essentially a warren of twisting passages, all much the same. I found it quite hard to navigate as a result, and to find new paths within.

And finally, I feel that the game could have used a bit more sound.

All that said, overall I think that my experience with the game was a positive one! ^_^

I recently used publicly-visible collections to organise my profile page, giving me three categories of project.

Now, by default these "sections" each have a simple text-heading. I would like to instead have image-headings, in order to add some visual interest to my page.

I've already requested and been given access to the CSS editor, and have spent some time experimenting with it and searching for ways to do what I have in mind--thus far to no avail.

In my searches I've found the ".game_grid_widget" class, which seems to be the one that controls the collection-sections, and some of its children, such as ".game_list"--but thus far no class that applies specifically to the collection-headings. Indeed, from what I've seen when inspecting the page, those appear to be controlled by basic "<h2>" tags, with no class applied.

Is there a way to do what I want? And if so, how? (Whether using my current approach of sectioning my projects via collections, or by manipulating the default display of projects in some way.)

It's perhaps worth mentioning that while I have used CSS before, I am somewhat of a novice at it!

That the profile theme editor be extended to support sections, with functionality to apply images to the section-headers.

Right now, as far as I'm aware, the only way to do quite what I've described above is to request access to the CSS editor. (But see my note below.) However, this seems like a fairly heavy-duty--and potentially dangerous--means of applying a fairly minor customisation, to my mind. Further, it requires waiting for approval of access to the CSS editor, which may take time.

I'm envisaging this as being incorporated into the "My Projects" section. I imagine there being a button for the addition of a section-header, which adds a new "header" entry into the project-listing (and which can thus be dragged up and down, just as can projects). Further, I imagine it incorporating a button which allows for the selection of a header-image, and/or header-text.

These headers would then define the sections of the page: I imagine that in the background somewhere the page-generator iterates through the project-listing as given in the "My Projects" section, and generates tiles in sequence. If so, then this new feature might be incorporated into that iteration: it might, perhaps, force a new tile-row (for the header), add the header, and then force another new tile-row (for the following items).

I did realise just today that this can somewhat be done by adding one's own items to custom collections, and then displaying those on one's page instead of the items themselves. However, that feels somewhat clunky, and results in the item-tiles becoming rather smaller, which is not ideal. Further, it doesn't allow for images to be used as section-headers, reducing the potential for theming one's page.

Thank you very much--for both watching the let's play and for your kind comments! I'm glad that you so enjoyed it, and enjoyed my style. ^_^

And likewise, a very nice day to you, and greetings from South Africa! ^_^

PS: I streamed the game, which was rather fun. You should find the VOD linked, should you be interested! ^_^