I died on wave 5. It was a good time.
DaveLikesPasta
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When converting these to runtime sprites (which is how modern games and game engines render fonts) the empty whitespace ends up being transparent pixel overdraw, very bad for performance. Essentially you want the quads the correspond to the letters to be as small as possible, every pixel rendered (including transparent ones) costs GPU time.
I'm not speaking for tcsc, but I am speaking for myself and honestly all games that runtime render fonts. The extra computation would happen in 2D pixel-by-pixel rendering as well.
I know we talked a lot via Discord about this but I just wanted to say thank you for playing. As for the enemy health bars I took the "red/yellow/green" health bar idea from Might and Magic World of Xeen but I kind of agree it's not much information. Even for a game jam I think an actual health bar is probably better. And no, there is no fall damage :)
Yeah, the Teleport spell was a bit buggy. Basically you get teleport, then go into a book, then leave the book and teleport is gone. Solution: Save and load or re-acquire the teleport spell. Oh well. As for hopping the gap if you did have the spell you can only cast it in the wide areas where there are 2 empty spots - if you stand on one of those little outcroppings it won't work. I have no idea why I decided to build a teleport of 3 squares but I did. The outcroppings were just there to create a cool view looking down the infinite corridor. Oh well! :)
Wow, you really hit on everything I liked about the game I made. Thank you for playing and for the thoughtful feedback. I wasn't sure how tense the combat was going to be but it seemed to work out. Some maps were a lot easier than others power-wise. As for smashing the crystal I agree - that monster was not something that the party could reasonably fight so having it "get banished" seemed like the way to go.
I'm very happy you liked it.
Five stars, excellent work! This was really, really good. New mechanics to keep it interesting, just the right amount of player leading, an interesting world that felt right and a very satisfying ending. Really well done I loved this game.
Some notes: I double turned frequently and (I know this has been covered) the camera felt too close to the wall. Also I found a bunch of stuff I didn't use. I assume this means content was cut but it felt out of place regardless.
Interesting entry. I liked exploring the mall although I have to agree it doesn't look much like a mall to me. It was interesting for sure. The main "accept" sound effect really grated on me, it was hard to continue playing with that sound constantly playing. The banter between the characters was fun.
Thank you for creating and uploading a video! That's amazing. It's really useful for me to see other people play the game like you did. Of course it's frustrating for me to see how hard it is to figure out that clicking on the portrait does something, but because of playthroughs like yours I was able to learn that. Hopefully I'll get it right next time!
Those bugs were about 15 minutes to fix after the jam. Too bad I didn't find them in time.
As for the books feeling samey, yeah the content in there didn't get enough love. More biomes, more differences between the maps, this would help a lot. As for mid book saves, well, let's just say you don't want to deal with the bugs my save system has when you're not yourself on a map that was modified by procedural generation changes. Saving in the library? Mostly rock solid. Saving in the book? Explodes! :)
Thank you so much, very kind of you to say. Pixelart is a hard skill! It's basically just illustration + some cheap tricks. Sometimes it's easier than that, other times not so much.
As for finding the bugs I'm glad you figured out the speed run to get the skills back. It's rough that I shipped with those bugs but I guess that's game jams for you.
The RPG elements were absolutely built on top of an engine I do plan to use for a commercial title so I'm excited about that. I don't mind so much that the score is affected by the bugs, I mostly want the feedback (like you just gave me). So thank you again!
My second run went waaaaayy better than my first one because I read the instructions. Funny how that works! I really liked the puzzles but the first one with the levels I just don't know how I solved it. I solved it a couple times and different doors opened and I don't really know why.
When I fell into the lava I respawned under the ground.
The mood was wonderful and I liked the visual effects but I would have liked more torches. I placed one or two and then I just played the whole game in darkness. I haven't finished it yet so there may be more behind a door somewhere but I'm having trouble proceeding past a really dark large room with a bad guy in it.
Overall a good effort with great atmosphere.
Very interesting. I liked it and I was very engaged, one of my favorite things being that I didn't really understand the mechanics but I felt I could experiment and explore them. This worked for a little while until I ran out of charges for Smite and had no idea how to cast an attack spell so I just passed all my turns while I got murdered by the undead. I would like to know how to attack.
The atmosphere and mood were top notch, I loved those. The objects on the floor and in the world in front of me felt too far away when I interacted with them. Maybe the tiles are too large or things are placed too far back in the tile. The idea that I could spend spell charges on upgrading my stats was really interesting, I loved that.
Oh one more thing - I think your maze was well designed. It was hard for me to figure out if the levels were switched on or off but otherwise the exploration was very interesting.
Thanks for playing and for the long writeup! I'm not familiar with the Library in Thimbleweed Park but honestly I think that's an amazing idea. As for combat simplicity I completely agree - I didn't have time for enough special actions for the warriors or spells for the casters so it ended up being close to "whack, whack" which is unfortunate. And yes, Holy Plate was one of the best items in the game but I set the equip target to "None" instead of "Armor" so it's too holy for anybody to use.
The teleport bug is fixable but after the load you have to run back to the room with the key, get the key, then go grab the teleport spell again. It's annoying and took 20 min to fix after the jam. Too bad it ended your run, you're definitely not alone.
100% correct about the scroll bar. It's a surprise to me that most people didn't figure out that it was a scrollable area but why would anybody? There were zero hints that it was. So yes, scrollbar will get added.
Very interesting entry! The backtracking got old after a while and it felt a bit slow and repetitive but it started out very fun. Also the presentation and audio were top notch. I would have liked knowing the difference between level up and equipment improvement as well as the difference between the classes so that I could make strategic decisions instead of picking things at random.
Short and sweet and very well put together. I think it looked really good and the levels were just the right length and difficulty. It took me a while to figure out how to drink a potion - I just pressed every key on the keyboard until I drank one. They don't heal very much and so I found taking damage very punishing. But overall I thought this was very fun and looked very nice. Especially the map, the map was great.
Thanks for all the feedback! You're very right, the books are of very uneven difficulty. One will be full of monsters, another full of loot. I figured "load to library" would be the solution for excessive balance issues but I don't think they ended up too badly.
The backpack inventory is scrollable if you click and drag - a fact that maybe 1% of people figured out if any. I should add a scrollbar. Also auto-equip would be a great addition.