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foolmoron
Creator of
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Such a great realization of a concept that is almost too simple to be fun, but it definitely works! It feels like Puzzmo's Typeshift & Wordbind where it seems like you're gonna be doing the same thing over and over, but each new puzzle feels fresh and challenging.
I do think it leans on the non-repeating words too much for difficulty though. I got to the final challenge and couldn't beat it. I also think I'm dumb or missing something because I only got 2 vowels, but I see that others have more. (Maybe it's random and I just got super screwed by getting VWXYZ and only 2 vowels?) The final requires you to use a 2-letter word, and I'm pretty sure I don't have any options for that anymore, especially since it's attached to a long word. If I knew how critical 2-letter words were, I would've saved a few of them in my back pocket. But there's no way to know that you'll need them later.
The open world is very cool to explore, but it did make me unsure whether I was missing something or missing a letter. I scoured and rescoured the world several times to find another vowel and couldn't find anything. I'm not sure if there's some non-telegraphed puzzles hiding letters (dung beetle maybe?) but in that case, I would still feel like the game is trying too hard to keep vowels from me.
Idea to make the non-repeating limit softer: Have an energy meter that is built up by making unique words. Repeating a word costs some multiple of the energy that it rewarded. So if SEWER gives 5 energy then reusing it costs 25 energy, so you can tune the ratio of unique to repeated words that way.
I can try to make one using the export option in Unity, but I don't have much experience with Linux support so if it doesn't work properly, we wouldn't be able to fix it. We definitely wouldn't list a Linux version on Steam, but maybe a download on itch would be okay. I'll try it out soon and let you know when I upload a build here!
Emailed you but I'll post my feedback here too:
The game is soooo awesome. Especially the grappling hook. I discovered so much awesome movement already. I was able to get 8 power chips and I'm pretty sure I discovered all the debug areas, including the graveyard and your checklist. And the charging while not shooting is so smart. Took me a while to figure out but it's great. If you added a slight pushback force on the charge shot when swinging, it would add a TON more movement options too. Nothing too strong, just enough to get around a corner ledge with a well placed grapple for example. It could also boost chain swinging speed for really crazy speedrunning.
Took me like 10 minutes to get to the regular ending, would've been 0 deaths if not for the crash which made me redo the boss and die once. Explored the world with the grapple for like 20 more minutes.
Ah yeah so the way keyboard controls are set up now is pretty weird - we will definitely have full control rebinding later so it makes more sense. But right now the controls are hardcoded, and you can check the README file in the game directory to see the exact controls (Show Manual when launching in Steam).
There are 4 sets of keyboard controls spread out across the keyboard, so theoretically you could play 4 players on 1 keyboard, but it gets really tight. Each control set has its own Start button (WASD is Left Ctrl, IJKL is Right Shift, etc) which is why you needed I/K to navigate the pause menu when you used Right Shift.
Good catch on Enter pausing the results screen effects! Added to our list. Thanks for the feedback :D
Woot good to see you're jumping back into the jam!
Also here's something I wrote up a while ago for making a high-quality timelapse on Windows, which is way harder than it needs to be:
http://foolmoron.io/timelapses