I couldn't find use or poop buttons when using a controller. Also having a controller plugged in disabled keyboard input which was a little annoying. Otherwise I really like this.
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That sounds cool. I don't know how familiar you are with Eve Online it's sort of built around these kinds of dynamics. For a while I made in-game money in Eve by conning my way into corps (their equivalent of guilds) and stealing ships from shared ship warehouses (I was a shitty teenager). The devs won't intervene unless you are exploiting broken mechanics in some way so my victims would pay other players to come after me to try to get me to pay them back. Eventually I ended up on a list of targets for some of the major corps and would just get immediately killed when I entered certain areas.
I will say I mostly played Eve as a teenager with nothing else to do and every attempt I made to get into it more casually later in life failed. Partially that's because, as cool as these dynamics are, it's very hard to participate in them meaningfully if you are not all-in on the game. I would be very interested to see an attempt at evoking something like this without all the baggage of a normal MMO though.
Hey! I decided to make a first-person collectible card game for Ludum Dare this weekend. The theme was combine two (incompatible) genres. I thought it would be the perfect opportunity to try out Doodle Studio. It was! I ended up combining 3D and Doodle Studio assets which I think looks pretty cool although I want to spend some more time tweaking the lighting to make the 3D stuff look better. Doodle Studio is an awesome tool and I was super happy with how quickly I could make assets. The game ended up being a lot simpler than what I had originally envisioned due to time constraints but I think I got a lot more content in that I would have without Doodle Studio. I'd love to do more with this concept in the future and maybe turn it into a larger game. In the mean time, check it out! https://torfi.itch.io/get-em-all
I had this problem, too. In my case I had at some point deleted the original room and I think something in bitsy's initialization was trying to select room 0. I fixed it by copying the game data into a text editor and made one of the rooms index 0, made sure the exits pointed to 0 instead of what it used to be and update the sprite positions. Then copied the game data back into the editor. It might be easier to make a new room and set that one to be ROOM 0 if you have a lot of exits and sprites in there. You can probably also copy the game data, hit "reset game data", reload the page, and then paste your game data back in since this happens when the page gets loaded.
I love this concept and the game looks awesome but for some reason the guy keeps stopping even though I'm mashing. You're supposed to mash them at the same time, right? Alternating keys doesn't seem to make him move at all. If I mash at the same time he starts going forward very slowly but keeps stopping and gets eaten in a few seconds. I'm mashing pretty fast, as fast as I can anyway. I've never had an issue with this keyboard before so I don't think that's the problem.
Great! I got it this time and finished one game on Normal. The things that confused me were: at first I didn't understand that I had to move a tile next to the character, I didn't understand that I had to move to the other board, I didn't understand what the lizards did or why they sometimes ran away, and the main thing I didn't understand was my overall goal. The text that's in the description now explains all of this very well, I don't know what the best way to convey this in-game would be.
I think the UI for the goal and turns left could be more prominent and obvious. When I was first playing I didn't understand what the text at the beginning was referring to I didn't even notice those bars at the top. This time I noticed them but wasn't sure which one was which and didn't really have a good sense of how well I was doing until the very end. If there was a really obvious "You have 156/300 points and 12 turns left" type of UI element I think it would help a lot.
I think they breakdown of scoring could be a little more clear too. For example, show the score for each color in that color before adding them up. So you would see: 5 in yellow, then 4 in blue, then they add up to your total score and you get multipliers.
I also didn't immediately realize that the tiles I drop onto go to where the other tiles were. It makes sense once you notice it but if you saw the tiles move instead of them just teleporting there I think that could help too.
Overall I think it's a cool game and I want to play more of it. I'm going to install it on my phone and show some friends.
Hi! The beta email said something about instructions but I can't find any. I watched the video that came with the first email but still don't really understand how to play after trying for a few minutes. I'd love to play and give some feedback but for now the only feedback I can give is: I have no idea what I am supposed to be doing or how any of it works haha! Sorry if I'm missing something obvious.
I really like this concept and the world you've built. The controls are a bit rough, I wish I had more control over the drifting. I ended up driving around kinda slowly because I wanted to be able to explore without falling off stuff. It sounds like you are approaching this sort of like a SM64 level, just fill it with lots of stuff to collect and interact with which I think is awesome. You've probably played Absolute Drift but, if you haven't, you should check it out.
This sounds like a really interesting idea to explore. I can definitely relate to it coming in waves. I don't think I've ever been hungry for a very long time but I've heard that after a few days pangs of hunger sort of go away. Maybe because at that point in a survival situation they are inhibiting your ability to find food more than they are motivating you. It's interesting to think about how your body communicates with your mind. I think sleepiness/fatigue is similar. You can't just query your energy levels, your body has to send these sporadic alarms that are enough to distract you without being debilitating.