Oh man, the code was probably as much of a mass as the UI :D I wouldn't recommend using it, but yeah go ahead!
I still need to write something though one day to really explain how this works too..
Fachewachewa
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Oh, maybe I'm imagining things then :D but this is the song that I was remembering
https://www.youtube.com/watch?v=5couze2SvX8
Had to be the first game I played since it's named sokoban too :D
That was a cool concept! I agree with TylerC that an indication of how the player is doing could have been nice. Sometimes the guards didn't really matter and sometimes I didn't find a solution that didn't involve some waiting/wasted moves. But I wasn't sure if this was intended or if I was missing the "right" path for those levels!
And I have to ask about the music, is there a reference to Monaco's soundtrack or am I imagining things?
Edit: whoops I think the comment was posted twice, sorry about that if you got a notification for it
I saw the gifs during development and I loved the idea, but I didn't think it would be this fun to play around!
The mana felt a little too punishing though. I didn't really understand how the two bars worked, and I feel like it was bugged on my first try? Like, the top one wouldn't fill completely, and when I ran out of mana I still had 3 or 4 potions.
But I still tried a few individual levels with the selection and it seems I had more mana to play with, even without all the potions from level 1.
Cool game! I'm also very confused :D But it was fun learning how the different types of blocks worked!
I got stuck after the 2nd crane in the 3rd level I think. I see the checkpoint but I can either thow my crate or get there without it :'( I feel like I'm missing something with the crane but there's no way to interact with the box when it's in the claw.
I wish trees and walls were a little more different, because when you're far, it gets really really hard to understand what's what. Or maybe some kind of effect to help understand distances, because everything tends to blend together.
Some dialogues are a little too long.
And as other said, once you visit the area with the locks, the game starts lagging every time there's slimes around. Also it's a little frustrating to open a door and finding another lock behind it, having a thing with three locks, clearly saying "you need 3 keys" would have felt better.
I gave up after the labyrinth (the one which seems to go in a spiral), a big level with what seemed like rooms everywhere, I got the "coin", got passed a wall and had to heal to fight a red enemy, and had no idea where I was or where I could find heal.
It's really interesting that you got that much in such a low resolution, but I didn't like the switch to labyrinth levels, since you see so little it's really hard to know where you are, and sometimes you don't even know how much you moved.
There are a few little "bugs" (like falling on a "fruit" will not eat it, even it it's in the same spot as your head), and the difficulty curve is a little weird (I feel like the hardest level is in the middle, then you get the one when you need to eat all the red stuff at the bottom which is pretty simple), but this is a very good spin on snakebird, and the digging mechanic added some fun puzzles!
Ooh okay, je retenterai ça. J'ai effectivement pas tester d'enchainer l'attaque avec le dash, mais par contre j'viens de me souvenir d'un autre petit problème :D
Le dash diagonal va super loin, je sais pas si c'est vraiment volontaire ou non, mais j'imagine que c'est la distance verticale et horizontale qui s'additionnent ? Enfin on s'y fait, mais au final il est super dangereux et j'suis mort plein de fois en allant trop loin :'(
Pour le temps je sais pas du tout, plus de 30 minutes en tout cas *_*
Je suis bloqué à 9 pièces, y'a un raccourci en haut que je sais pas comment ouvrir (mais qui n'a pas l'air important) et une dernière porte bleue en bas à droite qui reste fermée. J'ai bien fait le tour du monde en longeant quelques murs et j'ai tué tous les ennemis, je vois pas du tout ce qu'il me reste à faire.
Au delà de ça c'est très cool et j'aime beaucoup le style, mais y'a quelques trucs qui rendent le tout un peu trop frustrant. Déjà tout est très lent, ça peut passer mais les animations de morts devraient être raccourcies, surtout que y'a pas mal de morts un peu bête des fois (par exemple dues aux checkpoints qui nos posent pile au bord de l'eau).
Quelques petits problème de clarté dans le donjon où les bords de plateforme sont en gris clair et ont plus l'air de blocs ou de sol différents.
Et puis surtout pour les combats, comme on est assez lent et que tous les coups ont du lag à la fin, il y a un truc vraiment gênant : le manque de hitstun contre les grands robots. Même en attendant qu'ils soient pas rouge et en gardant la distance en les frappant, ils peuvent décider d'avancer et de nous frapper, et on peut rien faire :(
En tout cas c't'impresionnant pour un jeu pico8 !
Thanks!
Actually, since the theme of the comic is kinda based on wrong interpretations of feedback, I didn't want to make one or more "solutions". So you always get the 5th bar at one point, but it is indeed random and you don't really have to do anything :D
About the picture it's hum.. an "unsolicited"photo of your friend, hence the "don't trust them". I found the idea funny because they're just stickmen