I am not too familiar with replit, but I believe you should be able to link it to a github and download the repository. A google on how to export a replit project also suggests several different approaches. It may depend on what language you wrote the project in but it should be possible one way or another.
groovacious_claims
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ooof, good input!!! I’ll make sure to do that after the jam and for future projects. Newbie mistake ;) thanks for trying it out!
[edit]
Im not sure if it disqualifies me...but if it does then I don't mind. I have added the ability to use arrow keys because it was a quick and pretty necessary change. Thanks again! (I've updated my development time accordingly)
Your points are decipherable and much appreciated! I will look into that error message you are getting, and It is a good point that I should avoid pop ups entirely when I can have the information be displayed in the same style as the tutorial.
I’m hoping to rework how areas are loaded, to allow enemies and items to be seen and cross thresholds. I’m hoping the new system will also allow for simultaneous movement of all of the enemies after you move; making the slight hang before movement is allowed again less noticeable in areas.
Good idea on ultimately allowing enemies to cross items. In the future I would love to make the more intelligent creatures able to interact with the essence of items in order to cast spells as well. For now, with only one attack type, the game certainly can become TOO easy as you hide behind items.
Thank you so much for your input CryptRat, it is properly helpful and I am honored you have taken the time to go into detail.
Super impressed by the amount of content you fit in for a game jam. I am still lost in that tunnel, but starting to understand what I need to do to escape it. I enjoy that the party gets lost and you can get turned around by just pressing forward over and over. This forces some of the other mechanics to be explored. Not much is explained, however, so experimentation is key! Loving that you fit a full character creation screen in; reminds me a lot of bards tale at the beginning. Solid entry, good job.
I enjoy the three-dimensionality of the movement, and the effects it has on combat. I found myself needing to position myself when an enemy was around a corner, so that I could strafe in and out of the square when they fire. Got turned around quite a few times and am honestly still stuck in the cosmic cube, but I love the idea. Thanks for the entry!
Thank you for the input! Yes, the slow movement is caused by the way it cycles through each enemy each time you move, and they each move. So when you walk on to a map with 6 enemies you cant see, it just appears like you are moving slowly. I will have movement happen in unison after the jam is done rating :)
There is definitely a glitch that stops you from walking on empty tiles! It’s due to how entities and objects are stored separately and the collision system in this version checks for the entity position rather than the object (doh!!). Thus when I have a function that doesn’t delete the entity when it does the object, you have an invisible item you can’t walk through -_-
Thanks for the input and follow, and can’t wait to release the updated version!
[edit] And currently no way to target self, you just target another entity with the healing spell and it heals yourself. Pretty cheesy, and ineffective much of the time due to shoddy select recognition, but this is another factor hampered by time that I plan to change :) [/edit]
This was a damned good time. The little voice bits you did really add to the comical nature of the game. I would love for a few other attack possibilities, or perhaps some dodge function.
"Would you mind reading this, I dropped my glasses" ... *start beating old lady with a bag* ... "You should meet my grandson!"
Gorgeous work haha. I found all the goods on my shopping list and would make my way into your next shopping emporium :)
Thank you for the feedback and for trying it out! I agree completely that this game needs a much more involved tutorial with a higher degree of interactivity. I totally pulled an all-nighter to squeeze it out before my shift on Wednesday (hence that horrible audio glitch and the objective not telling you how many hourglasses you have :P), so the tutorial popups were a desperate final attempt at giving the player SOME direction. Thanks again Lambduck!
Smooth and consistent ambience. Slashing and blocking vs slashing and dodging brings about fun stamina ramifications. I enjoy that the food and water drop when I rest so that there is a balance to needing to consume potions vs food/water. I look forward to some more character types and puzzles in the future possibly! Thanks for the entry, I enjoyed this quite a bit.
I like the atmosphere; the beasts coming out of the darkness, paired with how quickly you can die, makes for a terrifying experience at times. I am a little lost as to what I should be looking for/doing however, and found that I would get ganked while looking for something of note :P Thanks for the entry, I had fun!
I think you could do without combat entirely if you made some sort of a game around the trading. My understanding is that, as long as there is a way to succeed and a way to fail at objectives within the game, it has a "mechanic for determining outcome of certain situations". Combat is just a convenient example of base-line conflict resolution. I'm not the judge but that is my interpretation :)
Hey! Glad to see the excitement! I am pretty stoked as well, and have also been devising plans to knock out a game in just a couple days because I work most of the week in retail. I can say, my number one rule right now is keeping it simple. I'm not competing to win, just competing with myself to see if I can get a finished product out in a short amount of time :P
I look forward to playing your work!