Thanks! Keep up the good work :)
Desttinghim
Creator of
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Oh cool! I actually kept playing past the winner screen, but only long enough to confirm that I wasn’t going to find more layer names. Definitely didn’t make it to the “killscreen” haha XD. Does the teleport tool move you to the mouse location? I played on my RG351M so it always sent me to the center of the screen.
I really dig this game :P No really, this game is great. I’m really impressed with how much details you packed into one screen. The digging and building mechanics are great. I meant to go to bed soon but stayed up playing this instead! Is “Winner?!” the final stage?
I’d love to see more of this game. One thing I think would make the game easier to understand in the first bit is some sort of guidebook that can be selected from the tool menu and describes how each tool works, what they require, and so on. Wormie was great but I found myself going “What did he say again?” quite often.
I came up with the idea for a game involving messing with circuits a couple weeks back, so I searched for rope physics. I found this post and a couple others talking about Verlet integration. The basic gist is that Verlet integration stores only the current position and the previous position and calculates velocity from that, as opposed to Euler integration which uses a stored position and velocity. This has a number of benefits including more accuracy, stability, and simpler constraint code. It’s apparently used in ragdoll physics.
In any case, the wires are just an array of points using Verlet integration, constrained to have a certain distance, and colliding against the terrain (I just use 1x1 AABBs to represent each point). If you want to know more details the code is up on github (the relevant details are in src/main.zig), though the code is fairly messy: https://github.com/desttinghim/wired
Thank you! I spent some time before the jam fighting with collision resolution code in a game for TIC-80, and I used the algorithm from there with a couple of tweaks. Here’s the repo for that game (the README list some of the resources I went through): https://github.com/desttinghim/tic80platformer
The most useful resource for me in the end was https://jonathanwhiting.com/tutorial/collision/
I really like the concept of this game! An incremental game with more action than a regular incremental game really appeals to me. However, the platforming is really rough. Far too brutal for an incremental game - when I’m playing an incremental game, I want to be relaxed, not frustrated. I couldn’t get to any of the parts that required you to jump around ledges. I think a bit of challenge is warranted, but the way the game is now I blame it for my failures to progress more than myself.
Don’t let that you discourage you though! Like I said, I really love the concept, and I’d happily play a tweaked version that’s a little easier to play :)
You are stuck at the end of the game 😛 there are only 6 coins, yeah. I’m glad you enjoyed pulling around the cables. I’ve definitely had other people mentioning the controls being finicky so I plan to make it work better. I’ve already started on adding more to the game, definitely expect a post jam release with more content and smoother controls.
You can, but it's very difficult! XD
I was running out of time at the end, and when I implemented health I made it so that killing enemies also boosted your health one. To die, you have to let yourself get hit 3 times without hitting an enemy with a bullet. With auto firing, it's very difficult.
Thanks for playing my game! It's not complete at all, but I had fun making it.
I am using Haxe and Kha to make this engine, and so I'm using hscript ( a more limited version of Haxe ) for my IDE. This is mostly out of convenience. If I decide to keep working on this I may switch to a different language.
I have just uploaded my current progress to Github. There's still a lot of work that needs to be done.