Yeah, that was another issue tied to the missing level manager! But thanks for playing!
IlDiavoloVesteRosa
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Thank you so much for playing! Unfortunately, in the rush, I compiled the game without putting in the scene the Level Manager (you were supposed to see one level at a time, and actually be able to WIN levels) and the AudioSource, which was on the same object... sigh. It happens, I will probably upload it fixed as a separate file so people can enjoy the game fully!
Yes! This is the problem of learning parser games so quick: I just assumed everyone would type "use the phone" instead of "use phone", so it's causing issues! I definitely abused the "understand X as Y" option of inform7 ahaha
I now tried adding some more options without "the", such as the most normal "use phone", in addition to "use the phone"! I hope that solves it!
Uh, for some reason.. yeah, no, I understand why it doesn't work: due to how I have coded it, it needs to be call *the* locksmith, or call *on the* phone, or use *the* phone... I'll try to patch that with more options... this is why you need playtesting, lol
I did upload a quick new version with all the options you mentioned and some more, so it should work better now... my brain just works with "the" as a fundamental part of everything, don't ask me why!
Thank you so much! I wanted to do a much bigger puzzle for the city, adding more characters and more intricate stuff to do, but I barley managed to implement the ending in the last 20 mins.... well, at least I submitted something! For 4 effective days of work, I say not bad! I learned an engine and made a -somewhat- functioning game!
Oh, that's a pity! Did it report the garage door open as soon as the phone was sent back, or after using it? Because the idea is that you have to travel to the past, make the phone call, and then travel to the future to find the garage door open! Let me know so I can fix anything unintended! Much love!
I don't plan on learning the entire system inside and out haha, just the basics to get something working and functional before the deadline! Yesterday I played around with it a little, it's very complicated but I just use the things that I need, and ignore the rest, I'll come back when I need those haha
I don't really know how long are these games, on average, or really what style... I'm going with a kind of puzzly feel, let's see if I can reach 15m playtime! Until now, scripting new action has been the most fun thing to do!
The time between each spawning diminishes of 0.2 seconds every time it spawns, so it's not a constant accelleration but the rate of accelleration accellerates itself, if that makes sense to you (it does for me, at least. I took it from Physics).
Also, when there are that many Godots you can just let most of them slide and drag the red ones out of the way, that's at least how I intended it.
That's also why the Strike score multiplier does NOT reset when you let a green godot fall, but when you eat a red one. So you can focus on not eating red ones and keep your multiplier!
Yes, I will add crunching particles, I wanted to but didn't really have the energy or the time XD
EDIT: Oh, and the background is many many Godots of different sizes, colors and opacities rotating. It is Godots, just really LSD Godots. XD
Very cool game! I just beat it!
The music was really good and the enemies challenging, the sword ones they forced me to change playstyle (I couldn't circle around them and attack like I did with the red and green ones and the boss. The purple ones really destroyed me 3 or 4 times in a row.
However, I would suggest to make the Mouse-pointer-godot less opaque, I couldn't keep it directly on enemies because if I did so I wouldn't be able to see them. Also some arrows that point at enemy off-screen? I didn't know how many enemies would come, what type, or even the direction!