yeah i imagine it would be hard thats why i was thinking of teleporting to filter bubble levels, admittedly im only vaguely familiar with bitsy ^^ it is very accessible but i think im doomed to think in HTML/js ^^
yo252yo
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its a pretty interesting idea :) i dont know if you're looking for feedback or suggestions but one thing that strikes me above all is that the algorithm isnt ever "done learning", god knows its always siphoning data. Instead mb its more like if you select the cat then it sends you to a level with only cats, etc... and you could extend the reflection to filter bubbles in general.
thanks for giving it a shot! I know the average attention span is very short nowadays so I made sure you can go fast through the tutorial by spamming click. Vainquishing the popups is the true goal of the game, but it is admittedly a challenge that not everyone can beat xD hope you didnt have too bad a time
Hi! I'm always open for comments, thank you very much for playing and taking the time to give feedback. I do hope to come back to this and make a more polished version some day.
I'm a solo hobbyist developer, everything was done in my spare time, and it's the first time I work on a project so big (I did the entire game engine). What I learned is that making a game is way too big for a single person xD. The first things that suffer are UX, polish, and accessibility. I was completely burnt out when I released the game and didn't spend much time working on accessibility.
Since I've programmed the game engine myself I do have access to all the data, so it shouldn't be too hard to make something like what you suggest. I'll keep it in mind when I have more time to work on the game.
Alternatively, it's not really great but I also plan to record a playthrough on youtube for archival, because I anticipate that at some point patches in web browsers will break the game. I haven't started yet, sadly.
For the near future, the only thing really accessible is this super detailed semi-narrative full text guide to the game: https://gamefaqs.gamespot.com/pc/368651-rens-demons-i/faqs/79970
Apologies and thanks again!
ooh good question.
at first glance what seems to be your biggest challenge is that the world is super big and the concurrent players are not. The festivals are a good way to do that.
I suppose to encourage interaction social tools are always good, though hard to moderate. id say maybe have a possible LED display on the balloons or releasing party balloons with emojis.
I'd suggest you play Sky:children of the light for inspiration if you havent, they do really great UX around multiplayer chill experiences. For instance I'm thinking you could have a group system where a player can lead a bunch of others. Or maybe just make wind around them. That works well in the "lean-back" experience.
Of course my personal itch is to explore, but thats a pretty different thing and maybe you want to stick to areas where google has 3d models. However this does bring to mind the whole "driving simulation" genre with social phenomena like truckersFM (maybe reach out to them they might dig a partnership). I don't know much about this genre, except that its big in Germany XD But there's an audience for it, I think the game "the long drive" is quite popular.
If you wanna go that way you could just spawn a treasure somewhere on the map, could even turn into a race. And then you can go the whole "scavenger-hunt"/"around the world in 80 days" route xD
Oh and steampunk themed balloons of course.
congrats I really love this game, it's pretty hard and I also like that about it xD it's cool to see the mechanics evolve over the game. i wonder, do you think there's still use for scatter once you get haystacks?
I don't know if you're looking for this kind of feedback so feel free to disregard but I found myself wishing I had one or two lone single agitators runners that I could use to taunt the guards into following them
i almost forgot the most important lol i wish there was a "retry" button because it happens a lot that i know my attempt is fucked but i have to wait and see everyone die before i get to try again.
hehe i think i cleared the game. i expected another variation on tower defense but this is a very fresh and original concept, its very hard though because its basically 2v2 so you have to try and out-manoeuver the opponent. i suspect that putting more groups in either faction would make the game less reliant on skill and more on tactics but idk if you wanna do a skill game or a tactics game. I hope you keep iterating on the format it's pretty nice and well suited to activism tbh
i think i'll never escape the fact that im made up of someone who sucks at platformers =P I didn't get to the end of JC (yet?) but I did ride the ouroboros xD I was a bit surprised to not see it loop at the end (lol). How do you envision the tarot drawing at the end? am I cheating if I'm looking at several endings ^^ ?
Hi, thanks for playing the game and thanks for the very thoughtful and interesting comments.
I think I mostly agree with you. The thesis explored in the game is indeed pretty extreme, I don't think I'd stand by it as an actual representation of reality.
It's more like poetry. The complete dissolution is mostly a trick to make the loop structure and the color trick work xD
But I do think that in our hyper individualistic era we could use some more collectivist stories and fairytales xD it's a bit provocative to make people think, and a bit vague to remain open to interpretations.
I do wonder how much of our conceptualisation of the borders between the individuals and the hyperobject depends on the culture we're raised in. It's really good that you mentioned that now, I'll pay attention to that in the future playtests that I do and see if there's something to document here.
If I had to pinpoint my actual position I tend to think of consciousness and selfhood as a story we tell ourselves, so the actual dissolution finale in this case should be something like : your story continues beyond your meat body by intermeshing with others.
love the visuals and the vibe!
my headcannon for the berlin ending is that you're getting beat up by cops cause germany is one of the countries with the strongest repression of anti-genocide protests. this actually still makes me scared to go, but I guess it'll probably be allright if I pretend hard enough to be negationist. scary tho
Hi! First of all thanks for playing, further thanks for reporting the bug and sorry it happened to you. I see exactly what you're referring to because I've battled with it during the development process, I thought I had it under control but it is apparently not the case. The vertical scrolling is supposed to happen, I'm not sure why it doesn't. I'll enforce it with stricter conditions and setup a maximum height for the text.









