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(+2)

Very good use of the theme and interesting aesthetic. Given such a limited resolution, you did a great job conveying the art! Here is my feedback:

1) I think it would have been nice to have a visual queue of how much time I have left before I died. I don't truly know when I will lose the puzzle but you could argue that being able to restart the puzzle an infinite amount of times negates the need for this!

2) The intro text was a bit long and it seemed like you are quite the fan of lore and back story! Maybe incorporating that kind of story while we're playing the game would be a nice addition!

Love the cover art... 

(1 edit)

Thanks for the feedback! I was using Puzzlescript, which wasn't designed for this.  Puzzlescript is much  simpler than games made in Unity, Pico-8, etc. This means that there were a  lot of things that I couldn't use (ie. variables).   If you downloaded the  game from the page and put it through this: https://www.puzzlescript.net/Documentation/extract_from_standalone_html.html  , you would get the code in the Puzzlescript language. 

You would see something like this at the top:

title Completion at a Falcon's Pace

author bimgusc74

realtime_interval 5

key_repeat_interval 0.1

========

Notice that realtime_interval thing? That is supposed to be the timer for killing the player.  From what I've seen, the realtime_interval thing is essentially how long  it takes for something to happen (like enemy movement ) without player input.  That is, I believe, the only way for the game to update without any player input. 

Go to  https://www.puzzlescript.net/editor.html and paste the "code" from the previous page. Now, you'll be able to mess with the code and do whatever you'd like with it.  Go to that realtime_interval thing and change the number beside it.  You would most likely see that the player stays alive for a longer/shorter period of time.  Now, below the realtime_interval, add another realtime_interval  and set the number to, say , 1. Run the code. The player should die much quicker with that.   Maybe we could label the intervals?

Adding a 1 right beside realtime_interval will turn the text white and will remove the realtime interval. 

Adding  [a] keeps the realtime_interval at a purple colour, while [a] will be orange. However, the player will not die after whatever time you wanted when the code is ran.  

Knowing that there is no way to set multiple intervals, There is only 1 way to update everything without player input, being that realtime_interval thing. 

If we wanted to update a visual cue for 1/5 of the realtime_interval, which should be 5,  we would have to set the realtime_interval to 1. But that also kills the player in the same amount of time. Okay, how about having an indicator go off for when the player dies? 

Underneath Objects, we can made an object called Indicator. Below that object, we can set its colour to transparent. 

You would get something like this:

indicator

transparent


Now, we can make a new object, like Indicatoroff

We'll make it fully red for this.

Indicatoroff

red


Now, we can go to collision layers. 

Put Indicator and indicatoroff where ever you like, as the player won't touch them.

Go up a bit and find the legend section. Set indicator to a key on your keyboard. Do not do this for indicatoroff.


Now, go to rules.  Put the rule provided there.

[indicator]->[indicatoroff]

Now, using the key from the legend, put the indicator in the corner of a level. I chose to do this for level 1. 

When the player moves, the indicator goes to red. This tells us the rule from before is working.  We just need it to work with the realtime_interval. Problem is, I can't make it work with the realtime_interval.  At all. From what I've seen, realtime_interval only deals with the player and movement.  This would be why I can't add a visual cue for death. 

"Just because you can, it doesn't mean that you should." 

-As said by Stephen Lavelle on the matter of real time behaviors in Puzzlescript.