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Zen00
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The music was out of place and droning for this game type, nor were there any sound effects (try JFXR). The mechanic was alright but not really gripping, I wasn't really invested enough to even try for the next level of detector. The character model was good, but the environment was one long beach with nothing happening. Maybe on a wacky beach with all sorts of comedic things happening this could work better.
I won :)
Anyways, good job on setting it up. Why'd you make the enemies shoot in the direction you last moved? A tip for gameplayability, don't make your player and enemies have the same lines of fire and ranges, that just means that the player will always get hit every time they try to kill an enemy, unless they figure out the firing direction thing.
Hey, thanks for making the movie. This was made near the start of my game dev career and was a fun little experiment with making text based game engines. I eventually added a lot of stuff to the engine to add more interesting text parsing and stuff, though I've never released it. The game was super simple and fun to mess around with and highly inspired by Zork.
It was built for a 1 hour game jam, and is very short because of it :)
Thanks for the feedback, the theme was the actual first thought, the entire first 2/3rds of development was focused on the cooking aspect, which we thought made for some fun visual trophies and stuff. We were unable to create the art assets for all 20 of the possible trophies though, so for now they're "x"s.
As for sluggish performance, I've heard that from some people, but I've been unable to replicate it with my, or my teams, devices. It might be your browser, a browser add-on, or just that you have a really bad CPU/GPU. We can't control for it.
The cooking is supposed to be a "emergent element", something you figure out from gameplay. Namely by killing enemies, you get ingredients from them. What if you used only ingredients that drop from an enemy in your cooking? Also this guy looks leafy, vegetably, but has a iceberg lettuce for a stomach, maybe I should use vegetable/fruit ingredients to try and unlock his trophy. More enemies in the game would probably help with that.
Create some wands! Do more staves drop or are you supposed to be able to access them from the beginning? Also sucks to be you if you start the first level with lots of enemy wizards and a staff that only shoots single projectiles. A lot of the runes just won't go into the slots, are there requirements for them?
Fairly decent. Probably one of the bigger problems was the combat turns took a long time, moving should be sped up by at least 2x. Also I got stuck in an infinite sleep or something because my character just went to sleep and never woke up again, which lasted many many rounds until he died. Also I didn't really see much point to the "chaos pool" mechanic, I'd summon 3 spells, and that was that. Maybe if I could summon like, unlimited spells, and the chaos pool also acted as your mana so you had to balance summoning spells, enchanting spells, and casting spells together.
A hidden mechanic is that as you collect presents, your "weight" increases, thus making previously accessible jumps impossible. This results in you having to do a huge amount of back tracking to grab certain presents. The keyboard controls are a bit confusing, using IOP instead of the more traditional JKL. Overall an interesting idea, but not amazing.
Proc-gen maze that doesn't really generate right (sometimes there's no food generated, sometimes holes are generated so you can fall out of the level, and sometimes I started in a box with no exits at all). Theoretically you find food and explore, but your food goes down so fast it's impossible to explore more than a couple rooms before dying.
Get ready to click! A bit of a idle + tower defense. The idle part isn't really set up very well, the scaling is far too low, so buying upgrades does so little it's not worth it. The tower side only has a single tower. My tip is to upgrade it to 0.03 shots per second, then focus on presents if you're interested in playing longer.
Thanks, you're right. I spend the majority of the time working on the cooking element, and didn't really spend much time on the platforming element. The main problem I had was that I'm the only programmer, if we had two people on the team working on it we could have done much more. The platforming would feel much better if we'd managed to get in all the level enemies, for example.
The game automatically detects if a gamepad is present on your system. If a gamepad is detected, it defaults to gamepad controls. If you are not having any luck with the control, then try unplugging your gamepad and restarting the game. Not every gamepad is supported (specifically some off-brands use weird input maps which can't be accounted for).
The title screen was fairly clever, with pressing the button to then show the actual game. I think this would be a better game without the power aspect, and just focus on the puzzle of the platforms changing the extension length based on the order of activation. I don't think the power bar really added anything to the game.
Also some work on evening out the player characters jumping and positioning would help make more clear the effect of each move. Beyond that I'm sure I found some solutions that weren't intended, such as extending a platform through all the other platforms, bypassing everything. :P
The way the credits were handled was also quite clever, though the player character continues jumping (and will eventually die) after the screen fades to the "Thank you", on purpose? :P