hey! Thanks for playing :) not unbeatable, but certainly difficult to defeat, tho I did it a few times during play testing. 120 seconds made us think of BPM which led us to focusing on the heart and the heart beat effect present in a lot of the UI, though perhaps it's a bit of a reach :')
aSheedy
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ahh omelet man! I won't lie I have seen you around the game jam and am VERY proud to receive my own authentic omelet man art piece. Thank you for your kind comments and your time playing the game! It was my first game jam and I was very pleased, and despite not being an artist I was happy with the visuals too
Quite fun! Although, there is not much point in buying 'less shop travel'. If you buy more points, you still get to the shop quicker, but you have more money. If you just buy less travel, all you do is restrict the amount of points you can get before you're next at the the shop. And since points dont carry over, and the goal is to get 10k, this would take way way longer if you bought less shoptravel, since you'd be actively fighting against yourself every time you upgraded. Compared to the cumulative gains of more points, less shop travel is harmful to the player. And for that reason I love this game!
Hi! If you read the description you can see a short sentence relating to how I interpreted the theme! I'll copy-paste it here for you:
The theme was 'Push and Pull', and in Good Dogs you have to Push and Pull your hand across dogs to pet them!
Edit: I guess markup for code blocks doesn't work! Changed quote to italics
Thanks! Unfortunately it's a university game due on monday alongside 2 other programs that I still need to finish the documentation of- but I would love to re approach the game later. For now though, it has to be finished! I would've loved to double the six be a nice even 6 chapters (like the name)- but alas! Pretty much spent every day since about mid Nov working on this one with a few exception for xmas etc so looking forward to the rest. Totally get the bosses thing too but wanted it to be at least accomplishable by lesser-skill gamers (testing had quite a few unable to get past even the first guy! hence the addition of invincibility too). A full release would include difficulty- in face some basic framework for that exists but only really effects enemy speed, bullet speed and damage, and I felt that was just superficial so cut it. Glad you ejoyed!
Ah I understand now, thanks.
Yeah there's definitely some I would rather stay a bit mysterious so I suppose it's about finding the balance between the two. The hint to that one is also split between his and his brother's dialogue.
I also do like the idea of having to guess a bit as it was inspired by games I played growing up like Granny's Garden that required a lot of guesswork haha
Thanks again for the feedback!
Hey thanks for the feedback and glad you enjoyed!
Out of interest, were you aware the journal shows a description of each active job? If not it may be a case of making players more aware of the journal, as that can be accessed from anywhere and cuts down on back tracking.
Thanks again and happy new year :)
Hey yal, I'm adding in a move speed stat for each move, with the intention of using it to multiply the user's speed so I can create a sort of move priority (with most moves having a move speed of 1 so it doesn't have any effect, but a quick attack-like move having a speed of 2 so the users speed is doubled when using it for who goes first calculations)
I'm just wondering if you know where is best to put it? at the moment I have changed line 421 in the battle control step event to:
(monster_get_spd(action_monster.amp_id)*global.move_data[a_comm,mvd_MOVESPEED])
but I get an error since a_comm isnt defined yet. I think this is because the engine doesn't actually check speed. on a turn by turn basis, right? So what I'm doing wouldn't be possible (at least the way I'm doing it). Any help would be much appreciated
Edit: just to let you know I have sorted the constants and everything else for move speed, as well as the init_move changes that were needed.
thanks pally :) Trying to make someone with a tram reactive to what you pick. I guess another method could be to attach a flag to whatever starter is picked?
Thing about being able to check if the user has a monster tho is like you could have an artist who goes 'oh I want to paint a picture of monster_a, could you show me one?' and then if you have it you get a reward or something :)
Thanks fer yer 'elp!
Hey Yal... I'm so sorry to ask another question.
How does amp_has_monster work?
I'm using it to gauge what starter they selected in the following way, but no matter what starter I choose it returns the first option (I,e if I choose plaugsprout, they still summon Draquatic)
Thanks, and sorry again
if amp_has_monster(monster_DRACHNID) {
return [[monster_DRAQUATIC, 15, NONE, move_TACKLE, move_BOOMBUBBLE, move_DIVERGE,]]
}
if amp_has_monster(monster_PLAUGSPOUT) {
return [[monster_DRACHNID, 15, NONE, move_TACKLE, move_FIREWEB, move_DIVERGE,]]
}
if amp_has_monster(monster_DRAQUATIC) {
return [[monster_PLAUGSPOUT, 15, NONE, move_TACKLE, move_LEAFSHOT, move_DIVERGE,]]
}