Ahh yeah, that makes sense. I had added in a text engine but we changed the map (and the map engine) which broke it. Thanks for getting the video up, i didn't realize it (edit: the text engine) was so broken!
chickendude
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I wanted to get sliding/drifting in but had trouble figuring out how to implement it. I ended up taking a shortcut and basically weighting the previous angle with the current angle (so if the previous angle was 90 degrees and this frame it's 80 degrees, it would turn at 89/88 degrees and gradually shift to 80). I've played it so many times testing it that it feels natural to me, but a few folks have mentioned that the controls feel weird. I kinda like it though, but i would've liked to get drifting in there as that was one of my favorite things from Mario Kart.
I've pushed one last update adding in collisions between cars (and some annoying music/sound effects), i had some more things i wanted to add but it takes so long to do graphics/music and i think i'm ready to just start on my next project now.
Thanks for trying the game out! I just recently added in collisions (and some bad music i made myself). The brakes do slow the car down but maybe not as much as you'd expect. I always used the brakes while still holding down the acceleration button so maybe that's why i never noticed it before. I'll look into increasing how much it slows the car down to see if it makes the experience a bit better. Thanks again for playing!
Unfortunately we already had one game-breaking bug with our original HTML5 version, we got in touch with them to upload a new version, but had another issue with the export process :'(
The Final Fantasy series was a huge inspiration, guess it came through pretty obvious! We'll be updating the game, perhaps when the voting has finished. There's an issue when loading some stuff after the battles that we need to look into.
Also, you can use "Tail" (the idea is that you're putting your tail between your legs and cowering away) to run from a battle. The encounters are random, but you have a 100% success rate of running if you want to explore more of the map/game.
Thanks! We talked about adding a mechanic to unlock the enemies' health by leveling up your "sniffer level" (those blocks at the top left corner that alert you when a "clue" is near) but we didn't have time to really develop the sniffer idea enough. A couple of us are interested in continuing work on this, so hopefully we can fill in the holes. Another issue at present is there's no way to heal yourself once you run out of magic.
Definitely bit off a bit more than we could chew, i think we really needed another 24 hours to be able to finish it properly. Thanks for testing it out though and for the kind words!
I felt terrified for the first half of the game, the music and atmosphere was just really scary. I was hoping the game would continue after you reach that final square, it would've been a really neat plot twist. Also, loved the narrator. The first time i killed everything (though quickly realized that they couldn't actually do anything to you), The second time i rushed through avoiding all of them and loved seeing the changes in dialog. The third time i killed one and rushed through but the dialogs were mostly the same. Ah, and the switch in music in that last section is a bit abrupt.
Really enjoyed this one (though the music and atmosphere were scarier than the actual contents of the game ;) ). I'd love to see it expanded, perhaps as another exterminator comes and you have to lead your new civilization to safety or something. I'd also like to see the horror aspect developed more!
Yeah, thanks for checking it out! The characters started with low health because i was testing the stats showing on the battle system and never got around to changing them. We didn't quite make it to the polish stage so as BackAt50Ft said it's still pretty rough. There is a spell you can use to heal one of your characters (the cat's magic is under "Hiss" and the spell "Purr" lets you heal one of your characters). But once you're out of magic it's kinda game over for now :(
Like others said aiming was a bit tough, i tried the web and desktop version and they were both a bit tough, i'd suggest allowing the user to use left and right to fine tune. The levels were just right in difficulty for the most part, though one or two were a bit frustrating. I also enjoyed the level names, nice touch!