Nah I did a hecka short stream, so it makes sense you missed it... crazy how burnout can hit when you take a break from a project
Dajara14
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Yeah this is kinda on purpose, because the fish flopping while falling made them very unpredictable. For the exploding ones, I am gonna try to add some form of animation of them blinking red before exploding. Their gimmick starting when you drop them on the far left/right makes sense because it is colliding with the wall. I could probably change the logic on it slightly, so I'll look into that.
The pokemon being on top of the ball will be added, as quite a few people have brought it up. I definitely need to add the option to turn the gimmicks off in the custom menu, but I was also considering just making there be 3 main gamemode: normal (has gimmicks), normal (gimmickless), and custom/sandbox mode, and making it so when you click play you then choose from those 3 options, but I'm not sure yet, lmk if that is a good idea. I also just need to get the triple/multimerge indicator, but have been kinda procrastinating it. As for different backgrounds, I'll see what I can do, and if you have any pc box backgrounds (for being in the box) or just general pokemon art to use as the full background, please let me know.
EDIT: also glad the linux download works, I didn't actually test it, and the mac version would just randomly crash, so I'm glad that seems to be only a mac issue.
Thank you! Also totally fine that you weren't able to catch it, we all have stuff to do in our lives. I'm just very lucky that I am able to put as much time into this as I can. I also know how important keeping a pretty open line of communication with players is, so I've been trying my hardest to do that.
Thank you! I had been streaming for 3ish hours at that point and wanted to throw on a youtube video, but figured that wouldn't be very appealing for the stream haha. I should probably be streaming tomorrow, and I'll go longer, so look forward to it! I'm really happy with how this update has gone, as even though it doesn't look a lot different, I fixed a lot of the bugs in the game.
Ah yeah, I actually have the skeleton of that in the works, as it currently should notice multimerges happening. I think I might need to do a little bit of fine tuning to get it up to snuff, but it is very considered. I just wanted to get the update out fixing the big bugs (Score not working) out as soon as possible
First of all, no need to apologize for leaving comments, I absolutely love to see the engagement and am super happy to see them always. As for the current score glitch, I've figured out it vaguely has something to do with what browser is being used (or perhaps how a browser is configured), but am struggling to find why this is actually happening. The menus I've definitely been trying to make prettier (have changed most of the font to the Diamond and pearl font), but it is very much not in my realm of expertise, so don't expect too much there et. Right now I'm trying to fix a lot of technical debt that I've accrued, in order to make future updates easier, as well as trying to fix the merges to be more consistent.
I may end up making this a download only game (with maybe a small demo available) if I can't figure out what is going on with the browser stuff, but next update I think I will also upload a standalone windows and linux version.
Thanks! You should definitely consider making your own if you are interested in game development. I think it's a really good first project because you can kinda focus on one part at a time, and the scope isn't super large. Also, realized I forgot to tell you that the current Godot Version I'm on is 4.2.
Interesting! Just tried it on FireFox, and yeah I am seeing the bugging out. I'm not quite sure why yet, but definitely looking into it more critically now. As for the flinging, currently trying to get that fixed up, as I've spent the past day or so trying to change how collisions work. Rotating pieces is definitely something that I am going to add in, and a hard drop can be arranged as well. The multiple/blacklisted pokemon is a really neat idea, as is being able to control the music, so I will definitely put it on the ever-growing list of features to add :). Crossfading is something I am going to start looking into, but right now I'm trying to squash the bugs. I'll probably be live on twitch (same username) in 4ish hours, and working on the game, so if you want to see and suggest changes in real time, that can definitely be arranged. Thank you for the very thorough testing, as it has definitely made me realize I need to fix stuff :)
Interesting. Mouse support is definitely something I might put into the controls menu when I get that feeling how I want it to, the vertical line is an easy add, so I'll start on that. As for the combo chains, currently they are only indicated with the merge sound effects. I definitely want to get a visual indicator going on that, but just haven't gotten around to it yet. The scoring and death plane both worked fine when I just now played this web version, so it seems like that might be a linux/steam deck thing, as I have had very little testing in that area. If it is still non-functional on your desktop, please let me know. I'll look into seeing how viable a linux web export is, or I might make a Linux download if that makes the game file too large.
Anyways, means a whole lot to me that you wrote this, lmk what pokemon I should add(although they might not be added for a few days, as I have once again jumped into an idea that I have to learn how to implement)
Currently in the process of making a main menu and settings page.... It's slightly harder than expected, but we're working towards it. It probably won't be out for a while, but I am trying to make the physics(at least some of it) customizable to the player (but having these turned on would likely not allow you to save high scores, or maybe be a seperate high score, not sure yet). I don't yet have multimerge implemented persay(in that the game doesn't acknowledge it), but theoretically if 3 of the same touch, they should become the next tier(because the game counts 2 collisions before properly removing the smaller pokemon) as for drop merging, that can be very easily added by just lowering the drop cooldown, but I was worried it would be too overpowered to just spam if the cooldown was too low. Definitely just the type of thing where you mess with values and see what feels right.
Thanks so much! I figured that this would be a good first project to dip my toes into game making, and it's definitely made learning each small part of the whole picture very doable! 169,871 is the highest score that I've seen, but before combos were added (which probably doubled or tripled score gain) someone got a 72,000. But that is insanely good, and it's awesome that you played it that long.
I did add Zygarde complete form, but didn't give him anything super unique yet... Would love to hear what your ideas for that line are. As for other traits, I've definitely been experimenting with a lot of different ideas, but because this is my first real project, it's a bit hard to implement some of the stuff in my mind lol. Magnetic properties on the magnemite line is a super cool idea, so I'm definitely going to steal it from you >:)
New pokemon are probably not going to be added today, but I am working on a menu system/making the ui prettier in general, so hopefully I can get that up today/tomorrow
Currently I'm trying to make the UI better/having a main menu and options menu, so I definitely want to split the SFX and music volume in that. New pokemon probably won't be added today, but I can definitely put Pyukumuku onto my list. As for Wishiwashi School Form, I definitely agree and have gotten that complaint from others as well, so it is definitely going to be made a bit bigger.
Thanks for playing and leaving this feedback, this is my first ever real game so it means a lot to have people care so much :)