this is real groovy, i like how fast it runs
church basement
Creator of
Recent community posts
https://askubuntu.com/questions/454253/how-to-run-32-bit-app-in-ubuntu-64-bit
I understand now. I needed to install support for 32 bit. I followed this forum post. Still won't run though, i'll have to fix this dependency.
elliot@elliots-computer:~$ games/Linux/MagicWand_LIN/MagicWand_LIN.x86
games/Linux/MagicWand_LIN/MagicWand_LIN.x86: error while loading shared libraries: libGL.so.1: cannot open shared object file: No such file or directory
Fixing this dependency looks like a pain, at least to me as a new user. oh well.
well anyways, chears! :) your game looks supa cool :D
good good good, made me feel genuine stress :) once i found the map it clicked for me
i went in blind without knowing that i needed to be collecting keys so it took me a lill' bit to figure out what to do. super solid sound design, signaling where it is and how close it is from a distance. supa epic :D love the super brutalist liminal space as well. the ai difficulty seamed good to me
This demo is supa dopeness. So fricken chill. Exploration and running around feels alive and tactile.
These were some of my moments of friction with how movement works. Please ignore these musings :) Especially things being so closes to beta and such. Just thought it might be fun to share.
I found the way the camera snaps to a different angle when switching walls to be quite disorienting. Maybe as a menu option?
Same with the camera while holding onto the wall and looking backwards, not being able to do full 360 felt a little off. Clamping it at a smaller angle than 90 degrees to the wall might be better, mayhapes? But, full 360 would feel nice me thinks.
Why does letting go of the wall take the same amount of stamina as jumping off a wall. I could see how grabbing onto a wall while falling could use a lot of stamina, but not just doping down from the wall.
Sometimes its hard to tell if I'm going to be jumping off a wall or dropping down from the wall.
Initially i thought the distance indicator told you how far down or above something is from you. Hmm, maxes out at 10m. Maybe it would give you a "^" symbol with the number 4, meaning the point I'm looking at on the wall is 4m above me. Vise versa with a "v" symbol. Maybe two numbers? One for height above and bellow, and one for distance? Nah to complex. The distance number would probably be more useful if it didn't max out at 10m. It would make reading if a large wall is traversable a whole lot easier; both vertically and horizontally. Eh, you know what, whatever, mussel memory will probably be more useful than some number.
Re-spawning is a tad annoying. Because it felt like i had no control over where it would set me back to. Maybe a way to set the restart points myself. I'm a big fan of viewfinders rewind system. I wonder how connected the idea of simulations is to the world's lore.
(Now this is were i totally just start going off on my own.)
Dying from falling feels a bit off. I feel disconnected from this black screen that says "try again". Or if not even dying maybe a leg breaks when you hit the ground and you topple over, you can't walk. Same with trying to grab onto a wall while falling fast, your arm could break off and you go spinning down, you can't climb walls. Your head hits the ground the simulation ends. These are physical consequences for falling, not just some kind of game mechanic if you know what i mean.
Anyways, just some things I was thinking about while playing. I had so much fun climbing around the demo. I'm so excited to explore this ancient world. Its so friken dope. >:D
This game, holy cow
This is a showpiece of the closed off nature of art and the creation of art. The artist becomes trapped in their own mind, a creature attached to their creation. They do not control the creation. The creation controls them. A beautiful game here. glad to hear you'll be working on it more!