Glad you’re enjoying the port! In level 5, there are 10 farmers, 7 bee ladies, 5 scientists, and 6 cheerleaders, so 28 in total. But, since this level is very open ended, the game might be too eager to summon saucers to capture humans that are out of reach… I don’t know if it’s actually possible to 100% this level without cheating.
Iliyas Jorio
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Hi! It’s technically not too difficult to do, however, some game mechanics depend on the current draw distance.
For example, the game will not spawn more than a certain amount of enemies around the player, in an area that matches the draw distance. Increasing the draw distance will throw this off balance and we’ll need to rework the way enemies spawn.
Also, increasing the draw distance too much may alter the general mood of some levels if we’re not careful.
So, the only reason I haven’t put an option to increase the draw distance is that I haven’t had time to do the tweaking and playtesting to make sure the game stays balanced.
Hey, I don’t have a Steam Deck so I can’t troubleshoot this, unfortunately. Perhaps you might have better luck with the Flatpak version (go to Discover and search for Cro-Mag), or you can try to grab an older build of the game.
Hi Benjamin! That’s an exciting project!
Here you go – Otto Matic models and levels as OBJ files along with their textures (note: the levels are rough conversions). There’s also a BG3D/Skeleton animation viewer in there that you may find useful.
Once you’ve fleshed out a playable demo, you should also get in touch with Brian from Pangea. Looking forward to seeing your progress. Good luck!
Thank you for reporting this! I intend to fix this in the next release (I don’t have an ETA, though.) Other framerate-dependent issues are being discussed in this GitHub issue as well. Let me know if you come across more framerate-dependent physics.
Sorry, the AppImage requires at least Ubuntu 20.04.
The reason is I use GitHub Actions to automate the builds. To build AppImages, I use the oldest possible Linux runner that they offer to ensure compatibility with old distros. That was Ubuntu 18.04 until April 2023 when GitHub Actions stopped providing that version and I had to migrate the builds to 20.04.
The other games that still work for you were built on a Ubuntu 18 runner before April 2023.
If you really want to play on old distros, you can compile the game from source.
I hope this one will work - https://www.dropbox.com/scl/fi/if8i938t3axmm07zflq7f/CroMagRally-verbose-2023-09-19.zip?rlkey=4reck6ueu17g6bedqprbaf1sy&dl=1
If it fails again, this time you’ll be prompted to send me a crash dump file, which will help me figure out what’s going on with fewer back-and-forths ;)
I’m not planning to support Solaris, but you can try to build the games from source: https://github.com/jorio/CroMagRally/blob/master/BUILD.md
Hi, the modern version of CMR does not support single-keyboard multiplayer (here’s why). However, if you only have one controller, the game will let Player 2 use the keyboard.
Hi, unfortunately 32-bit builds are not available. However, you can build the game from source if you really want to play: https://github.com/jorio/CroMagRally/blob/master/BUILD.md
Hi! Unfortunately the netcode in this game is kinda flaky and it pretty much requires playing on a LAN. Since the experience isn’t great I haven’t made a proper release with networking support yet. However, if you have some programming experience you can try out the “net” branch of the game: https://github.com/jorio/CroMagRally/tree/net
Thanks for playing! Really appreciate the constructive feedback.
I was thinking of implementing upgrades that shoot downwards to alleviate the issue of bats that manage to fly underneath you.
As for movement that sometimes feels out of control, I think that might partially be caused by a flaky implementation of one-way platforms. When a ton of ash is piled on a platform and you jump up through it, the game hoists you to the top of the mound of ash. But I haven’t nailed down the feel of this – it probably happens way too fast and people might go, “whoa what happened”. I’ll probably rework this if I decide to refine this game after the jam.
Or, perhaps you meant that the character kinda glides too fast across the width of the playfield – especially on steep slopes – and I’m definitely thinking of tweaking this as well.
Extremely well-executed puzzle platformer!
It’s clear this game was carefully crafted for 64x64. The game embraces the restriction, and as a result the low resolution fits the game perfectly. The character’s sprite features very expressive animation packed in so few pixels. The puzzles are bite-sized, which is perfect for getting into the game — but this doesn’t mean that they aren’t challenging, far from it!
Also, wow, there appears to be so many levels to choose from! I haven’t seen all of the game yet, but thank you for adding a save function. I’ll definitely revisit this game after the jam, pick up where I left off, and complete it.
The hub world which ties all the levels together is just next level for a jam game.
You did an amazing job with this entry. Please make a web version after the jam so I can play regardless of the machine I have at hand :)
What a creative little game!
I need to draw a chart of the font to become a pro gamer at RuneDuck :)
I’ll second the other comment about making all the letters uniform in width. It’d feel more intuitive if, say, “E” covered the same cells as “F” plus the bottom bar.
If you’re worried about the middle-left and middle-right columns not being hit as often, how about making the vowels bold? Something like this perhaps:
AAA EEEEE IIIII OOO UU UU
AA AA EE I OO OO UU UU
AAAAA EEEE I OO OO UU UU
AA AA EE I OO OO UU UU
AA AA EEEEE IIIII OOO UUU
Hah, this game reminds me of Reckless Drivin, an old Mac shareware game!
Being able to race against ghosts is a nice touch!
I like the rotating camera, but I think some of the floor textures could perhaps be simplified a bit. When rotated, some of the textures produce a moiré pattern at this resolution. Levels that use mostly solid colors don’t have this issue (e.g. rainbow road). Or, perhaps you could keep the textures and always draw them “upright” regardless of the camera’s rotation? No idea if this would look good, just throwing ideas out there :)
Great job designing so many tracks as well! A very complete entry.