Absolutely love this. I've been in love with the idea of games that traverse structures like this ever since seeing the Stratocubulus for Mirrors Edge, and you've done such a wonderful job of recreating that. The movement mechanics feel great for traversing these structures, and I'm mad impressed that you accomplished this in a week. Well done!
JWest
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I was rereading the curator notes and realized an ambient game I had been playing for as long as I can remember - every time I sit in a long turning lane, I scan around to see if anyone’s turn signal is blinking at the same exact rate as mine. To my memory I’ve come close, but never found one.
I’ve considered more than once doing the research to see if there’s some reason I’ve never found one, like there’s some standard or protocol that requires car manufacturers to produce turn signals that blink at different rates, but that would kind of ruin the game for me, wouldn’t it?
Sorry for the late reply, but thanks for reading! I’ll be honest I still haven’t read the little prince myself yet, I’m guessing I’m going to need to pick it up if it’s a work that came to mind when reading this. Much of what I’ve read in the past on this concept referenced The Idiot by Dostoevsky as well, another piece I’ll need to add to the list.
Thanks again for giving this a look and sharing your thoughts!
Thanks for the feedback! To be honest I hadn't actually gotten around to trying Dungleon myself yet... The thought of adding a hint for multiple characters never really even crossed my mind. I'll look into that.
Getting the Wordle-style keyboard in place unfortunately got put on the back-burner for me in favor of getting other things like the pop-up victory/loss screen in place (I'm a bit of a novice with front end development, these things all took me longer to figure out than expected). I ended up running out of the free time I thought I had before the jam ends. It's definitely my top priority though for my next update, hopefully I'll have it implemented in the next week or so.
Thanks again for playing and for the feedback!
Thanks for playing! I do agree with you, as the game stands there's far too much guesswork involved. Upping the number of guesses you can make would be a good solution, but I had really hoped I could make some improvements to the hint system that cuts down on the guesswork. Something along the lines of "Yes, this character is in the solution, but it belongs somewhere in the Red hexadecimal pair."
I unfortunately just ran out of time to implement it and test it out before the jam ended. Hopefully I'll have something like this in the game in the next week or two, but if it doesn't work out I'll definitely look at upping the number of guesses you can make.
Thanks again for the feedback!
Yeah, you hit the bug that I’ve been dying to upload a fix for. It’s exactly as you thought, the game is tracking the scores of the other brain colors if you started a game with less than 4 players. Pretty big oversight on my part...
It has since been fixed though, and the unused colors of food have also been updated to only reflect the colors of the brains in play. Unfortunately though I can’t upload those fixes until the voting period ends.
Still thanks for playing, and thanks for the feedback!
Wow, absolutely loved this entry. Everything was well polished and felt so smooth to play! The puzzles had a nice difficulty curve as well as you introduced new pieces.
I do agree with the other commenter that the font was a little hard to read, especially in the main menu (making the font a bit darker might have helped with the main menu at least). I did get a little confused by the set of instructions regarding the green pieces, it took me a little while to understand that you were saying the green blocks were essentially the guiding and pivoting point of where your blocks would land when they were placed.
Overall though this is an incredible entry for this jam, I really enjoyed my time playing it.
Thanks for the feedback! I agree doing a multiplayer game like this probably wasn't the best idea if I wanted to get some constructive feedback, but it was a game idea I wanted to attempt making anyway that fit in with the theme.
Good call on the score display, I'll look into adding that in a future update. Listing scores had crossed my mind but I didn't make it s much of a priority as I probably should have while developing.
I really loved playing and exploring the scene. A few game-play suggestions though:
It isn't much of a problem on the streets, but the momentum the player carries when they're moving became a bit of an issue in some of the spots I was exploring. I feel like releasing the movement keys should just stop the player immediately.
The help screen for the controls could use a little improvement, it took a little bit of effort to read.
You can't interact with a few of the characters again after you accept a task from them (I think it was Rashad and Fariq specifically). My attention was a little divided when I was in the middle of a conversation and I ended up missing what my task actually was, and I ended up completing the oranges delivery by accident. It might help to either update the mission box in the upper left corner of the screen, or just make sure we can walk through the dialogue of each character again after accepting their task.
Overall though I thought the narrative was well done, the atmosphere was pretty well constructed, and it felt pretty nice to play. Great work!