this is so cuuute. i love the feeling of jumping and seeing the whole world around me as i strut over it, and then falling down and becoming so small that the smallest step needs a mighty leap...
honestly, there's some kind of gender feel here
i thought the same at first, until my friends and i developed some strategies to deal with it as we were playtesting it. (truth be told, a lot of this game feels like it came together like a happy accident!)
i think the trick is that since small blocks are such a bottleneck, you want to minimize the amount of them in the way of making the 64x64 block: if you first focus on making a tall stack, you can safely place excess small blocks on top of it. the well fills up pretty fast, but you usually get the time to merge any small stuff you were probably forced to place on the floor by the time you're forced to put a bigger block on them.
...of course, sometimes the RNG does still screw you over. (sorry! i don't have a tetris-like bag system or anything.) but i can make it to 5 clears somewhat regularly. ~~(sometimes 6 at which point the score counter bugs out because of messed up fixed point math but don't worry about it)~~
wonderfully clever puzzler with some chill vibes, kinda reminds me of escape goat in some ways
goopster's kinda smug vibe fits the task at hand pretty well too. "geez, what would this nerd do without me. 😏...ohcrap i forgot to catch him before he--"
the resize controls were a bit clunky and possibly buggy but it wasn't enough to make me stop playing. i also enjoy the mechanic where you reset your size to fling yourself
this says it was submitted within the first day? even for a big team, this game is so good and complete i'd honestly be suspicious....!
but i've never seen the planet rescaling gimmick in one of these orbit-based games before, nor a black hole mechanic quite like that!
the visuals are quite cute too, between the sheep and the catlike black holes
the concept of tessellating dragon scales is immensely creative! i'm really glad i played for that reason alone. the game itself is pretty small and simple but that's ok. it's worth it to see dragons smile
the rescaling controls are a little finicky though. i think you're deciding the bottom-right corner of the sprite by clicking, but it wasn't clear at all, and occasionally i miss the confirm button and have to start over
i replayed a few times, eventually realized i could rapidly tap the anvil, and eventually scored i think 670?
not really... besides the instadrop, technically you can softdrop by holding down, but it only goes as fast as pico-8's built-in keyboardlike autorepeat. and the game does speed up on its own eventually, but the curve is pretty bad... it so yeah, some maneuvers are pretty annoying right now.
i did my best to figure out the controls for a game with pieces of wildly varying sizes, but i focused on making the game playable at all first. I'll keep working on it later, because i like this game!
oh, wonderful presentation! and this type of "complete the level" platformer with a climbing twist is a good idea.
unfortunately i made the mistake of trying the hardest difficulty first, confident in my abilities... and there being no way to reset the game state without sitting through the piece settling (sometimes they wobble for a really long time) and then jumping in a pit, actually hurt my patience a lot.
it's just missing a reset button! if it turns out i missed one i'll come back to this asap
wonderful presentation! every single sprite is adorable and the animations are full of charm. (interestingly the fact that they take so long is a decent incentive to plan carefully too)
and an interesting puzzle battle system to boot. this could probably be expanded on honestly, i think there's design space
thanks!
yeah the speedup was a rushed last-minute addition... honestly serves more of a purpose of preventing people from playing forever and getting bored and overflowing the score than actually feeling like a good curve right now...
to go into the technicals: it takes 60 frames (1 second) for a piece to fall from gravity, and this timer reduces by 5 frames (1/20th of a second) with each max square cleared. so it's basically imperceptible at first, but the change proportionately becomes bigger as it goes on, and it becomes virtually unplayable after long enough. it also introduces feel-bad misplays because i didn't implement separate lock delay and piece entry delay, which is definitely one of the first things i want to improve once the jam's over...
also honestly i've made music with a tracker before, but yeah i haven't practiced with pico-8 yet. i would also rather have silence than something that gets grating quick... but it seems the lack of music is a common critique, so i can give it a shot someday.
oh! not my first run-in with this window-resizing mechanic, but not only is the presentation top-notch, the game engine theme allows for more esoteric mechanics to be understandable, like exploiting the checkpoints to duplicate the player character.
plus its controls aren't more complicated than they need to be, which i appreciate. wonderful!
I actually quite like how the shrink ray reflect mechanic plays, aligning your attacks is pretty engaging!
problem is, there's not much point to fighting enemies when you can just walk past them (*and* still get points for it!), at least as far as i got...
also to be honest i think the connection between the gameplay and the theme is a bit weak. you have a shrink ray, but it only works on projectiles, and the shrunken shots still hurt you, but it lets you reflect them? it's a little odd
excellent visuals and level design. the narration was a little jarring at first and there's not much to the plot but i really liked how it and the gameplay lined up, there were some nicely integrated story beats and the ending sequence where you regrow to full size felt really good! it all comes together nicely
iI think i've seen a mechanic roughly like this before ( https://managore.itch.io/windowframe ), but not with physics, so the feel is totally different. and the little Square Facts are a super charming touch. well done!
if you expand on this later... i think with how much dexterity the window resizing already takes, i'd have eschewed the jump button. it feels redundant and i end up feeling like i'm juggling a little too much
got it in 99 deaths
the comedy value of this mechanic is incredible
besides the obvious "oh, of course that piece resized at the worst possible moment" bits, the best moments are probably when your stack survives something absurd. but honorable mention goes to the purple bookshelf(?) that just kept getting smaller
sadly, without any control over the resizing, the generic physics engine as it stands seems too spongy for there to be any longevity to this game's playability as it stands: it's just Tricky Towers but every couple seconds someone walks up and knocks it over, which wears off after a few minutes. but i still tried earnestly for a while, so it must be doing something right!
In what sense, like, kind of the general process?
The first thing i did after designing the concept was figuring out what key elements i would need to make it work, in this case: mouse/touch handling (to drag stuff around), 2d skeletons and inverse kinematics (to drag whole limbs in a sensemaking fashion), and text and image loading/processing (to make the dolls easier to edit rather than hardcoding everything about how they connect together).
then uh, i needed a lot of help (from tutorials and people) to figure out how to make each of those things work in Godot, largely one thing at a time. past that though, it's just fitting code together like a big puzzle and working out the bugs; i suggest trying to keep distinct systems organized separately as much as possible to avoid getting lost (but also not having so many that it's cumbersome to switch between them)
All it needs is to save your high score so that I don't accidentally tap the game over screen on the frame I die; i wanted to keep playing past the required score, but then I'd get punished for it by having it reset...
Also technically iirc the original game was taken down because the dev didn't like what their game was doing to society, but it's hard to fault a bit of dramatization. I'm less versed on the history of the other games as well, so I wouldn't know how much of it is made up.
I keep getting A/S/Space/Down mixed up and frankly if this were mouse/touch-controlled, you wouldn't even need a separate Insert toggle, you'd just hover over where you want the piece to be. Hold could also be exclusive to the menu if it were less confusing about it too. But past all that, the game feels really nice!
The Battle Network-esque menu gauge is really cool, I love periodically planning my actions, and there's some fun risky plays like seeing a good piece coming up and avoiding opening the menu just a little longer. The lack of time pressure when actually placing pieces makes it laidback buuut does leave me wishing for more.
Also, insert is a pretty clever mechanic for how simple it is and you'd think more games would be designed around it. (Handling falling and rotating pieces tends to be pretty annoying to design & implement in my experience, especially for more exotic pieces than tetrominoes, or again, for touch screens)