A wizard that can actually cast a spell? Rincewind would be envious :P
argylepear
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The red connection means it is poor (at least one of the meters were red) and would cause increased suspicion. There is also an orange, which is hard to distinguish. One thing I wanted but didn't get to was to display more information about the connections (like where they go to and a stronger indication of their quality).
I've had other feedback that the search game was too hard. I was definitely having troubling finding a sweet spot between too easy and too hard on that one.
The signal matching game was the first part I came up with, and I definitely wanted to get to more polish on there to get better feedback. Especially seeing the sliders continue to move after you "bump" them.
Thanks for playing!
Thanks :)
All of those things make sense... I really did want to get the sliders working but just didn't get to it. And I noticed the repositioning of your hands thing too but didn't think much of it, so that's good feedback! I was thinking about controller input when I conceived the games, but built for keyboard and mouse in the end...
If you were able to play on the downloaded version then the web build should also resize fine when you use full-screen - and you can turn the tutorial off. I really wanted to get the tutorial messages connected to the screen element positioning, but I was way too far through it by the time I realized the issue there.
I'm digging it!
I'd like some power ups (ideas: easier to retrieve hammer - say with gravity to the character, make the hammer bigger, multiple hammers, bottom wall to keep the hammer in play) maybe i just haven't played long enough yet, and they exist?
One thing i kept doing is throwing my hammer downwards and immediately loosing... my brain wants to release it at a right angle like with physics, though maybe that's actually harder for targeting?
Unfortunately an in-game tutorial of the style you mention would be pretty much "everything is button controlled, just click and try things". Anything more useful would have taken away time from actual features. I did end up adding a text tutorial to the game page, but I'd personally consider changing an in-game tutorial after submission to be "cheating" in this jam.
You didn't run into a bug. I didn't have time for sound :( Would definitely have rounded things off.
Thanks for checking it out :)
Thanks for trying it out. I suspect you were trying to place the extractor on top of the condensor. You can press direction keys/aswd to move it around for placing. I did cover this in the tips, but there really needs to be an in-game cue about it. I knew it was a problem, but corners must be cut in a jam :(
There's definitely a bunch of UI feedback missing, dimming thing/disabling them and telling you you don't have enough to pay for them is one of them. Your comment made me realize that the factory can actually become full and if you build something at that point you'll probably get stuck in "placement mode" too.
Thanks for playing!
There's definitely a bunch of UI feedback missing. I had to cut a few corners because of how big I let the scope be.
And yeah, you can only replace things and you lose the inventory once you've placed it. Again that came down to corners being cut. I didn't have time to implement a proper delete inventory, and I knew there would be times you'd need to clear things out.
Thanks for the feedback, and for playing!
Oh I get it! "Spare Me" :D
This didn't STRIKE me as an idea, but seeing how many games interpreted the theme for bowling really SPLIT my sides!
Okay enough of that. Fun game. I found the delay between rounds frustratingly slow, and just wanted to get back at dodging. Who are these rowdy teenagers throwing all these balls at once?? I could also have done with smoother movement forwards and backwards.
The bowling alley feel via sound effects was spot on, and the "Nice Spare" losing sound was just so irritating I wanted to show them who's a nice spare :D
Good job!