Because they are nose-shaped, my concept was that their projectiles would be boogers. While you can't really tell, the projectiles alternate being fired from between the two nostrils.
wolscott
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now I know why you liked the intro to my game so much! AWESOME
I really appreciate the blockout of so many mechanics, like the camera zoom to objective, popup text, in world text, and novel movement mechanics.
Oh and being able to access the settings menu at any time from in game. Very cool.
I had trouble with the Bee Glide. I'm not sure what I was supposed to do differently, but I could never get enough altitude for it seem like it did anything besides briefly switching to be form while falling, which seemed about the same as the regular bunny hopping.
Really love the overall aesthetic and how many different game features you showcased.
this is a cool idea for a game but I literally can't figure out how to play it. I can select a noun, enter up to 3 letters in a box and click the button and it... prints those three letters below. I can look at the consenants to try to figure out the words but...
there's not enough instruction and not enough feedback to figure it out, I'm sorry :(
Game is HARD! Why do the clippies have so much health!? Lol
Played until i got to a level where the enemies kept knocking me off. Had a weird aim drift issue once and also once projectiles started shooting the wrong direction. But overall, great start! Good job making so many levels and having so many different enemy types/behaviors.
This is a very good read. As someone who struggles very hard to turn my creativity into actual things that exist, I have found it very disheartening to read all the manifestos that say "you actually don't need any tools and the way that people who have succeeded at doing things is bad and wrong actually and you should do it a different way or your work will suck".
Thanks for writing this.
I'm glad you like! It's kind of a rough outline, the tip of the iceberg, of a larger thing I'm working on exploring these ideas.
As to the problem, I certainly don't have "an" answer, but part of the point of this work is to examine the different ways inventory designs shape gameplay and player experience. I plan to do some actual case studies comparing different systems. But, I do think a big part of it is changing the relationship to item collection so that there isn't an expectation to picking up everything. A player hoarding potions and never using them may change their behavior if they can only have 10 potions and they keep encountering potions. But if the result is then that players always have 10 potions, then why even have the item, just use like an "estus system".
The other part of this for me is that you can't focus on just one of the Design, UI, or Implementation aspects and solve this problem. These things are interconnected and therefor inventory design needs to be approached kind of holistically. At least that's my conclusion, as this whole project of mine has grown out of my attempt to focus on just concept or just implementation.
I've played a lot of unfinished submissions, and I'm SO GLAD you submitted this one! Your idea to put devlog npcs in to explain things was great and every time I talked to one I was more impressed by what you had done.
The skybox and custom water reflection shader are amazing, but also your building system with geometry nodes is really cool. I would love to know more about the way you use linked blend files.
While this is obviously unfinished, with the player character lacking animations, and I could not get shooting the enemies to work at all, the enemies did damage me with attacks and the level does reset when I die. You also made quite a large level which is cool, and the flashlight shining on meshes shows that it's a 3d orthographic view which is also neat.
Good job making all this and submitting anyway even though it wasn't finished. I also didn't have time to finish my project. Good luck next time!
This is a fun gameplay concept and also I like that theme is incorporated in a less obvious way, almost like a pun
It was way too hard for me though. I tried at least a half dozen times and couldn't make my connection. One thing I think would help would be some kind of effect that makes it more clear when you've successfully interacted.
Excellent use of assets and good city design. I was disappointed that there was no need to jump or bubble jump, but it was cool to be able to get up on top of buildings anyway.
I thought it was ADORABLE how the buddies follow you around after finding them, i did not expect that. It took me a long time to find the last one, but I stuck with it because I thought there might be a final cutscene AND I WAS RIGHT!
good game.
This is a cool concept! I definitely had trouble figuring out the possession mechanic. I played until i got to the second door i needed to possess an enemy to open and I couldn't progress because I had accidentally killed the enemies. Too easy to accidentally kill enemies.
My main feedback is that the "actions per turn" and associated reset delay makes the game feel unresponsive and clunky. I also gave you 4/5 stars on music because it would have been really nice if the music was seamless instead of restarting each level.
I liked it overall, great job!
thank you! the look and feel of the lasers is what I spent most of my time on. The camera dynamically aiming towards the laser was a must-have feature. Just now realizing I didn't document that if more than one laser is bouncing off the mirror you are aiming, you can hit TAB to switch which laser the camera is looking towards.




