Merci ! Et encore, je me suis un peu précipité pour cette édition x)
cagibidev
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I'm aware of the "on death's door" bug, but I only reproduced it when I spammed the controls and got out of a bush, staying in the same room. You might be right, if the web export has greater input lag, I guess the bug can be more frequent.
I didn't think about losing the elevator. Looks like I have to add some stairs, like a real architect!
Thanks for playing! I wanted the shot's kickback to be multi-use (as a high jump, double-jump, speedrunning tactic, etc) and predictable (so in terms of physics it's just a dumb omnidirectional velocity add). In short, playful, kind of? I guess that was at the cost of harder jump-shoot coordination.
Some high walls at room borders are just there to prevent being out of bounds (I know, I should make them unambiguously very high, but in daytime the sun would just be blocked across 80% of the rooms with the current directional light system)
I added keyboard-only shooting, though it was a bit of a last-minute addition.
Thanks again. I'll play your game later in the day!
I uploaded a new version in which you can shoot with the 0 (zero) key (I guess because it was close to the arrow keys). You shoot forwards by default. Down+0 shoots up and Up+0 shoots down (so that double jumps are just as easy).
The game might still be a harder than with the mouse but not in a frustrating way anymore!
Thanks for the feedback. In my previous Super Note prototypes, I searched for better ways to do "platformer controls + shoot in any direction" controls on a laptop. Sometimes moving is tedious, other times shooting is awkward and imprecise. Do you have any games in mind that do it particularly well?
Hi! I used some of your fonts in my latest game, thanks for making them! The game is here: https://cagibi.itch.io/uproar
Thank you very much!
The "males and princesses" class includes all fertile ants, who usually have wings: males (or drones, now that I know this term), and future queens. The high-color part of the artwork is from the pre-Twine proof of concept made by another artist.
A background is a cool idea, and would be very easy to do (2 lines of CSS), as long as it's completely static. However, I'm thinking of changing the background during the story, like having a storm when you're at war, etc. Twine might show its limits for that :P
As for the errors, I might have done the English translation too quickly without fully testing it, I'll look into it.
Thanks! Yeah, I never really designed my games around luck elements before. At least I made it so the next number is always different, so you technically have a 20% chance of getting the right number instead of 16.7%.
I'm a solo dev by the way, the submission form completed my answers as "we" for some reason.