please let me know if that was the issue!
auranym
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thanks so much for the kind words! it means a lot to hear that the design of the game works, since it's a mishmash of a lot of mechanics from other games that I like. so if the core loop of Silt Spawn is fun, then the demo is a success!! :D
that said, I'm sorry you encountered this bug :( I'm tempted to say that it's more of a bad design choice on my part instead of a bug. but either way, I realize now that you should always be able to grab items, and the idea of a "selected tool" really doesn't need to exist. hopefully, in reworking this, the bug you found will get squashed! so thank you again!
thanks for the in depth comment! a mini-map is on the list of potential upgrades to add in the future! a "speed up time" button is an interesting idea, maybe there can be a pop up when entering shelter? it's worth exploring for sure
I *think* your issue comes from the controls not being intuitive. if you have the "build" tool selected, nothing can be collected. this is definitely a design mistake, and I'm sorry it's giving you trouble! fixing this is top of my to-do list, even if the demo isn't expanded upon much more than that.
that said, I really appreciate your feedback! this demo is a great learning exercise through and through :D
thank you again for the kind words! it's funny you mention "gamifying" since I had asked a friend of mine what they like to see in games like this, since I wanted to cut out as much of the standard fluff that lots of games have. so, it's encouraging to hear that keeping gaming tropes to a minimum is a good goal :D
wow thank you for the amazing feedback Tigran! I'm incredibly happy to hear so much positivity, even from the game in its super early state!
I think your experience with the big rock is a really good sign that the layout of the cave will serve the main goal I have for it. that is, nurturing a desire to explore and the satisfaction of finding something interesting. as for handcrafted things, I do want to have a handful of NPCs that randomly show up and have dialogue that progresses with each chat. but currently, that's second-fiddle to the main objective... which I haven't even decided on yet, hahaha.
anyways, thanks again for the kind words and feedback!! it was a wonderful surprise :)
you've understood how it works! the original idea is that the ability is a weaker starting point from which to grow, by taking more abilities, into completely dominating the room, but not directly doing damage yourself. something like controlling objects' movements, spawning new ones, causing them to explode, etc. it's the "magikarp" path, if I were to use a pokemon analogy. I'll definitely brainstorm some more direct "last-resort" options for it though, so it's less punishing to be in a bad spot
right now, I agree it is very difficult to use. but I assure you that it is possible to clear every room with just this ability, having designed each room this way. it takes a completely different playstyle though, which is where a lot of the difficulty comes from
hope this has been enlightening, and thanks again for sharing your thoughts! :D
wow thank you for the thoughtful comment!! it's good to hear that people are all agreeing on how to improve the game, it makes the next update that much easier :p
I totally understand feeling weird about the controls. on pc, I've most recently played pokemon emulators and deltarune, so arrow key movements are what I am most comfortable with right now, but I do like to play with a controller for platformers, so it killed me that I couldn't implement an "edit controls" feature in time..
needless to say, that's going in the next update for sure, along with lots of other QOL stuff! thanks again for the comment, hearing your experience with the game was super valuable :D
thank you! it's funny you mention hollow knight, because one of the inspiring questions I had when conceptualizing this game was "what if hollow knight was a roguelite?" :D
and yeah, blue-tenna is by far the hardest ability to use. I usually can't finish a run with it as it is now!
I was very close to creating a system where you got more first-item options as you played the game more (on the first run you'd only have the red mandibles, on the second you could choose mandibles or stun, on the third you could choose from all three). I think I'll make this for the next version, and maybe a way to test out each ability before doing a run
thanks for the feedback!! :D
thanks so much for playing!!
yep, after some feedback, it is definitely unclear how the "choose starting item" room works, so I'll be sure to release an improvement as soon as the voting period is over!
how it works currently is that when you pick one of the three weapons, the most recent one that you picked is equipped. if it is an active item--red madibles or blue-tenna--it is equipped to your Z action slot. green stun is passive, so it is not given a slot. when you find other active items, the button you press--Z or X--determines which action slot it goes into. You can tell it's active by the text at the bottom of the equip screen, which essentially asks "which slot do you want to equip this item?" I'll definitely improve this too
hope this helps you, or others in the future, and thanks for the thoughtful comment! <3
yay thank you! I'm super happy with how the audio of the game turned out :D
super glad it's a challenge, but not offputting with its difficulty. the starting abilities do increase in difficulty as you go left to right, but I tweaked all the rooms until I could consistently beat them without taking damage with each starting ability. but anyways, thanks again for playing and for the comment! <3