I really love your characters, as always. The Fox and the Gnoll are such a tease! I'll enjoy betting which one corrupts the human.
tv42
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The empty vials on this stage seem to mix with whatever is poured in and changes colors anyway.
The game is a really good idea, and making me do fractional conversions again is great.
Would you consider making it so that the player has to take the potions off the shelf and read their label incase of look-alikes?
I have not played Papers Please, nor games of that sort, for context. I do not usually play puzzles as a genre.
This is a good entry! I found it quite funny, five stars for 'all foxes must have a nulge'. Quite fitting for foxes.
Here are some things I've noticed;
Spelling error, the word 'people'.
Horned character sprite is cropped oddly during gameplay.
Main menu is a file envelope, and the blue effect there is lighting I think. I was not sure.
The levels end before the final candidate performs their leave animation.
Here are some concerns about consistency;
The gas mask buttons always seem to glow to give the player ui feedback, this is great. The nulge buttons do not however, a little confusing.
The nulge symbols clearly signify their difference. one off, one on. The gas mask buttons, do not follow this pattern, and both seem to use the same symbol. I could gather they function differently, as expected from the prior nulge buttons, but it was a little odd. Perhaps a symbol of a smiling face or teeth might better convey the mas being off.
I did not understand the dichotomy between the two color pairings. Red and green were strong contrasts, but I wonder what was intended by the orange and blue. The button pairs all have the same function, but why a second pair of colors? Perhaps you intended for all three pairs to have three different pairs of colors, to give the player better visual acuity while discerning the buttons.
I did not fully understand what the red and green 'buttons' are in terms of shape. They look very different from the other buttons , so I thought they were books or a sort of written ledger.
Ah Thank you! I'll find what's causing this. Investor does require all six puzzles to trigger as it happens at the end of the week. Dondre does not track if the player uses golds at the moment, but I now know there is a performance issue when the stage changes, along with some variables not being reset when returning to the main menu.
These are subject to change.
Completion;
Normal 1: End the game with humanity between 700 & 1000.
Normal 2: End the game with humanity between 350 & 700.
Normal 3: End the game with humanity less than 350.
Investor: Score at least 11500 points and reach the end of the game. (This should not be easy to get and it should be impossible with Rory as partner.)
Partner Specific;
Ike: Spill too much, or complete puzzles without filling all of the gold pipes present. (cumulative)
Dondre 1: Spill more than 5 times, but waste less than 60 pipes.
Dondre 2: Spill less than 5 times, but leave at least 60 pipes unused.
Rory: Score more than 1300 points on five consecutive rounds.
Thank you! I haven't gotten far with the background as I planned to have it scale to the puzzle, but this may be a little too complex for me. I am working on the rng a bit. Bioshock's hacking game was an inspiration, and I also didn't want to hide them the way BS1 does. The puzzle was intended to have multiple grids as it became more challenging, but this is still in planning. I hope I can get this working one day soon.
Thank you for playing! I am working on an update to tone down the rng noticeably, but not altogether removed as planning ahead on where to place the pipes even with no immediate solution was intended. It's working in testing right now. I'm also going to do something to keep the golds from blocking each other next.
'Game Over' is there to signify the game reaching the ending state. We can interpret them as good or bad however.
Humanity level influences the 'normal' endings of making it to the end of the week. It's not tied to supervisors directly. Supervisors have their own bad ends related to losing varying on their likes/ dislikes. Supervisors were planned to have abilities that could assist you, but they were not planned well, and I may use them against the player instead. I will eventually post a guide to endings.
I do want to focus on adding the missing pipes, as the gold valves were planned to have multiple forms.
Realistically if I hadn't been working something since the last jam, I probably wouldn't have anything to post this year. I don't believe I could actually make something in the span of a month, due to irl obligations.
With the way the entire internet is right now, I think submitting anything and being upfront about it's completion is the way to go. For me itch has been down for the past couple days because of a ddos attack I believe.(https://bsky.app/profile/itch.io/post/3m3bphhzco223)
This jam still is not a given for the community. This can still not happen because of everything going on. We should share while we can just to stick to our theme. We don't know how bad censorship is going to get.
You can't solve it it by placing the wizards spell in that letter order related to the number in the book, because the spell is already mixed up. What you do is is take the wizards spell and assume are the base order from 1-9 consecutive, then rearrange that into the number sequence from the counterspell book.
Heya! I'm very familiar with GMS2 also, on /off for 6 years. I'm looking for all kinds of experience; 2d digital and pixel art and more practice programming. I've never done a jam before, but I'd like to get out there a little.
https://www.furaffinity.net/gallery/tavaer/
