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kettek

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A member registered Sep 30, 2014 · View creator page →

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Thanks! I found it to be addictive while developing it as well. It was strangely enjoyable just watching your dudes progress through the tower. We're going to add an easier automated endless mode just to have the dudes go through the tower and see how far they make it.

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I very much like these types of games (simple rules, arcade controls, puzzle), so I enjoyed this quite a bit. My patience wore out in my 3rd attempt at the hardest mode, so unfortunately I'm not very 凄い. Introducing the multiple layers earlier would've probably been good since it's a bit of a jump in difficulty.

Very good execution and scope. Also, I like the extra doofy gopher. :]


Edit: Also, a minimap or zoom feature would help a lot! Alternatively, I could improve my short-term memory :p

Great use of images for map generation. The enemy AI was interesting, couldn't quite figure out how exactly it works with them losing interest or not engaging sometimes. Sprinting was crucial for getting away and "resetting" their chase behavior. Having an alert sound effect/mechanic before they chase you would be good from a gameplay perspective.

I did note that you can move through diagonally placed walls, which might be not desired, at least from what looked like what was intended as a dead end.

As a side note, I did have to clone the repo and build from source since I'm on Linux.

Nice job!

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Awesome job on the tech! I like the roguelite/roguelike interpretation of building. Allowing fully tweaking your build before going to fight a boss is a pretty good idea for the scope of a gamejam game, though I'll admit it is a little front-loaded in that regard (though that's just how most gamejam games go anyhow lol).

Also, I really liked the detail of changing the hands' animations depending on ability. :) Very, very cool.

Edit: also, good job on the audio!

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Great job on the mood of this game -- writing was amusing and kept me engaged. Nice watercolor painting. I did get softlocked due to finishing all the tasks. Good job on the browser/mail-esque UI!

Edit: Also, first time there's been a voice-over in an ebitengine jam! Nice touch, might have to try that in the next one :)

Thanks, hope you enjoyed it!

The version on itch.io has been (graciously) updated to prevent a handful of bugs that could freeze or crash the game!

There may be more than just Hajime :) There over 600 names, so relatively rare to get the fun/easter eggs.

Yeah, there are some kinks to work out, sorry about that. Will be fixed in future revisions (also going to add a full automated mode with a lower difficulty, which should be entertaining, imo)

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Sounds like the stuff of legends! Thanks for playing :)

To note, added "view gear after winning" to issue, since it'd be kinda cool to overview how geared up your dudes got.

h8 u

Queen's quips were quite amusing and reminded me of playing SimAnt many, many years ago. :) Wish there was more, as I like such games.

Perhaps I missed something, but when I first played this when you initially submitted, there was only the first "mode" with swatting the fly. Playing it again and having it switch to a more moody/dark game was quite a difference and I loved it. Wish there was more, especially because of that switch up. :)

Hah, glad you noticed. Cheatcodes are useful. :)

Yeah, I tried to do a lot of little things to enhance the mood and graphics. At least I got to rush in some gameplay and maps to show it off, haha.

Thanks!

The 3D effect is just from sprite stacks, where you draw sprites from bottom to top with Y offsets of -1 (or in my case -0.5, because it looked cooler). Additionally, you can adjust the lighting of each layer as you go, which will give a good 3D effect (I only used it for the player, really -- you can hit 'n' in-game to toggle it for everything to use). I used https://github.com/DarkDes/AsepriteSpriteStackEd with Aseprite to help with this, though I had to modify it to allow floating point layer offsets.

How themes work is that it is how you interpret it. In regards to this, I am hoping that people do fun experimental stuff. This is supposed to be a relaxed and fun jam, so I'd expect bugs and such. However, the theme isn't terribly important if you just want to make something. The point of this jam is just to have fun and play with an idea you've had, regardless if it matches the theme or not

Awesome, I'll check it out! And yeah, save updates until jam is done. :)

That is okay! Thanks for submitting!

Let me know in the discord about any networking discoveries or disappointments -- I've been thinking of writing a network library and covering all the basic stuff like player joining/leaving/messaging but in a way that's more palatable to Ebitengine's design.

Most of my frustration came from the trailer itself jumping towards its side when the angle got too great, as if there wasn't any weight in the trailer nor grip to the wheels. As far as I can tell, the forces acting upon the vehicle+trailer aren't taking into account the hitch's own rotation and forces that applies. Also, probably the biggest contributor is that the there is no actual state to the turning direction as you would in a real vehicle (e.g., the tires turn to face a direction and remain there until you counter-turn them).

I think most of my gripes would be solved by retaining wheel turn state and making the trailer more weighted or have it have a higher drag amount when lateral force is applied. Not certain what your model is, just some thoughts.

A good idea for a game! I hope it's okay, but I do have the following inputs:

  * 1. Typing random gibberish isn't that fun -- it's more entertaining to type words in reverse for your own language. I know this can be a bit iffy to just target one language, since there are so many, but I'll say that typing gibbering in reverse using only standard ASCII isn't quite as good as it could be. Pulling from a generic dictionary probably would've been good enough.

  * 2. Picking up a keypress should only tie it to "one" of the current on-screen words. I noticed that it would solve for multiple words _as well as_ multiple repeated characters. For example, if you hit "h" and there was a word with "h" and another word with "hh", it would solve for both. This doesn't feel quite right in my opinion.

However, I loved the idea and am only nitpicking. Oh, also, typewriter sounds would've been cool as well.

I was stuck until I saw another comment on hitting "Shift" to reverse gravity. Not certain what the original intent was, but I found spamming it without too much excess led to the best gain in vertical momentum.

Aha, liked the gameplay shift that occurred. A pretty fun idea and it worked well.
I did take a bit to figure out how it worked, with "up" meaning aim up and "down" meaning aim down, as I just thought of it as "invert", meaning "up" when you're flipped would be "down"

Once it got after the first fish, I think it should've sped up more, but it's probably okay for a gamejam game.

Nice artwork and decent gameplay! I got a little frustrated when I didn't have quite enough time to back off and take a different approach. However, good job, nice and simple execution.

Unfortunately, I didn't get how this game worked. At best, it seemed to be just a random chance to be correct or not? But, I don't know Japan's trains and how they work, so maybe if I did there'd be some way I could figure out how to make it work better than a coin flip...

Amusing game!

I got frustrated a bit, however, from how the trailer worked, since it isn't how real trailers work with cars. The pivot points were wrong and the tire orientation/rotation wasn't taken into account, which is very important for backing up trailers...

I very much like the idea, I think just my own experience with how to reverse and turn with trailers made me get very frustrated.

Regardless, good job, and I think I just had some problems adapting to how the game works!

I absolutely love to see someone else do networking!

I had fun racing my friend around to collect the barrels and whatnot. I do wish that games would wait for people to join before starting, as I lost my first match since I missed about 10 seconds from the start.

Very cool. I did notice some teleporting, but that's to be expected.

No clue, as it is just Go WASM like every other game here, just a bit larger in file size. You can download the windows, linux, or mac binary and run that.

You flatter too much! I probably shouldn't say so, but I really missed having a complete game from you this jam, though I am glad for the effort presented. I hope for and look forward to next year to see more of your talent. :>

p.s., hope you saw the moof -- it was mostly because of reading up on Susan Kare, but that was ultimately due to seeing a certain icon in Discord.

Thoroughly glad you enjoyed it! Tidbits of lore, I think, do a lot for the end-user/player to fill in the blanks of experience. I know whenever I've played a game that has some tiny aspect of something weird/unique/different, I immediately begin to formulate more about what that universe has to offer. Honestly, having even a tiny bit of lore presented can cause a lot of imagination to occur.

Glad you found it fair! I think so as well, but I do want to add hints if you die at a boss one or more times to improve the player experience.

Also, that the level after you get the shield was one of the few levels I worked on directly, haha. I should've put more direct hinting, including the keys/buttons necessary. However, with the aforementioned hint system, I would like to have it so that if you die 1-3x in a map, it presents hints in an increasingly obvious fashion.

Thank you very much for playing!

Really cool rendering! I'll admit my lack of patience made it so I never actually got to the first enemy -- was close, but the game ended as I approached. Platforming was pretty tough due to both the camera and how fast the character falls. I think with a slower falling rate, it'd be a bit easier to get used to. Character rendering looks interesting and as if done by a shader or something as well.

Isometric felt a little claustrophobic, but that might also be because of the darkness.

Very neat graphics rendering! I am envious of your ability to do such interesting things with shaders. :)


I hope you're talking about the GPT portion! If it was the browser, it can take 10+ seconds, depending on your internet connection due to downloading around 75M of data. If it was the GPT portion, it has a chance to fail, unfortunately, but you can retry in the GPT Option menu.

I have become a Tetriverse Master! Excellent little game. I think it was level 8 that I got stuck on for a while. Decently addictive gameplay :)

Strange, it should've! Sometimes it fails to return the results, in which case you can try again, either by reloading or going to the GPT Options menu.

Thank you!

Thanks for the input. If I had more time, I would've liked to give more hints or some better visual indicator for the paths' malleability.

How exactly is the pathfinding for building things broken? I never experienced any issue, as it only denies placement for paths that would block enemies' paths to the crystal (perhaps it was this? Also was not explained in-game)

Sure! I have no proper streaming scheduling, however I'll do so when I find the time @ https://www.twitch.tv/kts_kettek

Ah, okay, I was unaware of that, although I should've realized it would at least need those assets to even run -- thanks for the info.

Awesome, thank you.

Great, glad to hear it!

Thanks a lot for this. I'll give it a try with my current project so I'll at least have something to catch my user errors.

I'm in the habit with quake-style consoles in general to have the console immediately begin receiving keypresses on activation rather than waiting for the slide/fade-in effect to complete. I think that if the view is already becoming obscured it makes more sense to redirect input at the same time as you can't really see what your input is effecting anymore anyhow.