I was doing so well at The Game that I didn't lose until I read a couple comments past yours!
KDivadLeahcim
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I'd be happy to but I never saved, although it should be easy enough to get back to where I was. Is there a particular item you wish to investigate?
- Overhead, showing everywhere I've been? Everywhere, I think.
- Materials Printer, showing I've apparently printed everything?
The other ship with survivors that I can't do anything with? Game implies moving there but I haven't had that option.
If it helps, I chose engineer and to investigate my wreck (so I got the compass).
I also received a lot of errors, usually when going to rest and sometimes when entering an area. The errors read a bit like syntax errors but I didn't pay that much attention. The error would often, but not always, trigger part of the player's intro script.
Edit: The script played with the error is the one starting: "That's the big spacecruiser."
Edit again: Not sure the difference but I've gotten the option to move to the mountain this time and I'm continuing.
I seem to be lost. Or confused. I think I have figured it out but I've hit a dead-end, I think.
Orb-to-ship appears to be an end regardless of options chosen. And it seems to be a failure. But I seem to have found no other end or goal.
I was definitely enjoying myself, despite the odd UI, but I have no idea if it's finished.
Can't say I liked it but I can't say I hated it. I'm pretty neutral since I spent most of my time confused. I assumed Red letters meant Don't Touch, Green meant Good to Go and White meant ... ? Turns out they were just positioning which can be seen by your literal position. Not sure what I think about that since it's similar to a shooting game (certain arrows/arrow combos shoot certain directions) but the letters kept flickering around even when your relative position hasn't changed.
I believe I liked the basic premise but not the execution.
I think I first played something similar in one of the early megamans. I hated it. This one is better since you're not falling, you just have a one-way autoscroll. But I also played something similar in an old nintendo spaceship/aliens game (wish I could remember the game, I loved it otherwise). That was my worst level. Mostly because I'm not coordinated enough for most autoscroll levels. This looked like it could be ok but I failed almost immediately. Again and again and again and again and again and again.........
That said, the concept is good and I presume the other 98% of the game is just as good as the TWO screens I saw. Perhaps if it started with fewer mines for a more gradual ramp-up. I still wouldn't get far but maybe others could play longer.
Edit to add: There's even a SMB3 level that is similar but I rock at that one! Because I can filter the background from my perception and realize that it is actually veerrryyy. .... .... vvveeeerrerrrryyyy . ..... .. .. sssssssllllllooooooooooowwwwwwwwww.....
4 out of 5 stars, pretty good project!
33 gave me pause but 39 made me actually stop and study the board for a while.
This was quite fun but suffers from one flaw most of these games have. Once you figure out a puzzle, doing it again and again and again - sometimes up to dozens of times in some games - especially for a single level just makes it tedious, not fun.
Take the first image to the right: There are five sand (? sandrock?) moving puzzles. Three are identical. Many levels use this conceit.
Secondary flaw is the sheer amount of walking some levels have. Level 40 is one of the worst. Back and forth the length of half the level is - once again - tedious, not fun.
I do not mention those to say they need to be fixed. These are normal issues and would be difficult to avoid. I feel the game should be left as is and and changes be made to a sequel, if there is one. (The top, right corner screams to me that "your princess is in another castle" and there are seven more chapters.)
Minor improvements I'd like to see include visual changes to the stairs upon collecting the final ankh and a visual change if a door can be passed (player has a key).
Very sorry about the long delay; life is having fun with me...
Curious. I noted an alcove that I would assume is the elevator (and I thought was just a door) but not much else. I will need to go look around some more next chance I get.
Edit: And now I can declare that it's mostly just that I'm dumb. I never tried to put both of them in the alcove. But there's still a messed up trigger somewhere as my first attempt had me shuffling both around in the alcove until the knight pushed the witch through the wall to her death (pushed halfway, couldn't work her back out, pushed her all the way). Upon redoing the level, it worked fine. All the rest worked fine.
The narrator needs a nice long nap and to get back to work. This was a fun little game I'd love to see expanded!
I do expect a certain amount of jankiness, jam games are a bit of a rush job. It's why I usually don't report bugs that don't break the game. It's also why I'm hesitant to say this is a bug as opposed to me just not figuring it out.
- Sentinel on button
- Witch to other half
- Set respawn
- Sentinel to pit
- Respawn on other half
- ...?
- Feels like the sentinel respawn should have triggered the door. If so, it didn't.
I've even restarted the game (several times) and made sure I correctly passed through the door in case there's a trigger.
I found the center wall isn't solid by backing up to try to look up.