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lion

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A member registered Dec 12, 2016 · View creator page →

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Appreciate the feedback! Yeah, it's crazy how much some polish and QOL features can really help, and how much they are missed when not present. I think audio especially is one place we were lacking, so all good lessons for next time. Thanks again!

All good, I'm finding that exporting on redot/godot is an entirely separate beast from the actual game development. Hoping to play the full game in its original glory sometime (maybe once I get around to upgrading this old thing)!

Oh nice! I appreciate the behind-the-scenes reveal and screenshot. Here's hoping someday Bro and Sis's full story will be told.

Thankfully there are a lot of good resources out there to make learning fairly straightforward. Best of luck on your journey, and I'm looking forward to seeing what you make!

Ignoring the debug pop-up, it was quite fun! Reminded me of an old school platformer but with impressive vine physics. I appreciated that the crocodile isn't an instant death, and added a bit of humor to the challenge. I could see this easily getting fleshed out into a full game once some of the rough edges have been smoothed out. Great work!

I appreciate the web player loading warning because my laptop is fairly old at this point. That said, I couldn't get it running at all, even on the downloaded exe. Took ten minutes to load, and then when I clicked somewhere on the screen, it started shaking the whole screen back and forth diagonally for some reason. First a bit slowly, then it got more violent. It's a shame too since the other comments make it sound really interesting! I'll abstain from voting for this reason, but I'll offer my congrats for getting the game finished and submitted, which is an endeavor in itself, and wish you the best of luck!

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I lost The Game lol. Nice, fun short-and-sweet puzzle game. I was surprised by how fast the characters move, but after seeing how large most of the rooms are, I appreciated the move speed. (Spoilers) The color mixing mechanic was a really neat idea, and worked well with the first riddle, though I didn't quite understand the reasoning behind coloring the mouse (I thought it was a crab at first) in the second puzzle. (Also, not sure if I ran into a bug, but the third room seemed empty?) Having to alternate characters to hit the switches was very well done too imo, though having one character accidentally step on the same switch as another character deactivates the switch, which made a couple puzzles a little more frustrating, but it was still a fun experience. Thanks for making the game!

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Thanks for giving it a shot! Sorry your game froze, we're working on a large update for after the jam voting that should hopefully address most of the kinks. My laptop sucks too, and I was having some issues with the in-browser player. We'll export a web-player version that uses threading properly so it should be less laggy in-browser, but if you ever want to give it or some other game that doesn't perform well in-browser another try, downloading the exe tends to work better in my experience. Thanks again!

Really ambitious to put together a 3D platformer in two weeks! Very cool that you managed to pull it off as well as you did! Beautiful art and I love the mechanic of using the squirrel to solve puzzles. My computer is a bit older, so some of the jumping challenges were perhaps a bit more difficult than intended, but I still had a blast. I'd love to see this further developed, and wish you the best of luck if you choose to do so!

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Damn, that was slick! Hard to find a single bad thing to say about the game. Even the graphics were fairly good - the lighting especially. A few of the challenges (specifically the ones requiring you to dash down and around an obstacle with the red robot) were a bit tricky to parse visually, but the really forgiving checkpoints made it a non-issue. The music was catchy and very much fit the rest of the Mega Man vibe. The character swap mechanic made each challenge feel like I had a choice on how to tackle it (even if the enemies being flying vs grounded did offer an obvious "correct" answer). The controls were *chef's kiss* perfectly tuned and the quick death comeback made any potential friction in the (for the most part really well-thought out) levels really smooth. It's clear there was either sufficient playtesting and/or foresight regarding each instance where a new level mechanic (the long jump) or enemy (the spinning saw robot) was introduced. It was also a very smart choice having the blue robot's shot have an auto aim (I can imagine the frustration of having to aim in a fast-paced 3D game like this), and it was a nice detail that you need to still jump to shoot the flying enemies! Overall, very fun and polished experience. The speedrun timer at the end was the cherry on top for me. I'll be playing this again and again. Thanks for the great game!

I think I understood how you interpreted the theme "It Takes Two" as soon as I looked down in the game lol. Was surprised to see jiggle physics in a game jam game. A lot of this is actually very impressive, and I think you've got a really solid start of an exploration puzzle horror game. I wish my computer could run it a bit better though. It almost crashed at the start and the whole game was a bit laggy, but then again my laptop is considered pretty old these days. Even so, it was a lot of fun exploring the island, pushing buttons and trying to piece together the environmental storytelling. I'd love to see this expanded into something I can really sink my teeth into, and maybe get a few more scares along the way. Good job man.

That was fairly surreal, but not necessarily bad! Definitely reminds me of much older games without a tutorial and with a punishing death. The music was fairly impressive and the art (and especially that little sequence showing the sister shooting fireballs at the brother) had me wondering more about the backstory. Going into it, I kind of expected this to be more experimental as it definitely gave a very trippy vibe. I couldn't quite figure out the controls and kept dying to the boss no matter what I tried. For a while, I actually thought that might be part of the game, and could have been revealing something about an unreliable narrator POV (maybe the brother is the real bad guy, now caught in an endless loop reminiscent of the suffering he made his sister feel). Going back now and reading through the comments, development woes do fill in some of the blanks, though I'd still give this another shot if the devs wanted to continue their learning journey. I'd be really curious to see how the title grows into its identity. I'll say, it could very easily be turned in a really trippy "experimental" title if you guys wanted to go in that direction. Either way, big props for making it to the end and submitting! That's one down! Keep it up!

Oh man Squid Game Sokoban, I love it. I love that this game doesn't take itself too seriously either. My wife kept trolling me the entire time. I don't know how we managed to get past some of those levels, but it was a blast. Took me a while to figure out the giant robot, though. I think if the boxes moved a set distance on touch like other grid-based Sokoban style games, it might be easier to control, but I also feel like that might take away from the frantic nature of physics-based goofiness. Definitely one of those things you can only really pull off well in a low stakes environment like a game jam. I think if you wanted to further develop this, I'd really focus on fine-tuning the physics and moment-to-moment gameplay, leaning hard on the silliness of failure. The more flashy and ridiculous a player can mess up, the better I would think. Anyway, that was a lot fun to play. Great job!

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Beautiful art, really cute game! Love the concept. It's tons of fun even playing solo and switching between the two dragons. As others have mentioned, the red dragon is a bit unwieldy, but I think you could actually lean into that and make red dragon's challenges more "physics platformer" focused if desired. The physics body controls are pretty fun to play with, and there's a ton of potential there if you can smooth out some of the rough edges and fine tune their controls. Though if not, perhaps having an easier way of turning around would solve a lot of it. I really liked the level concepts and layout too, though at time they feel a bit at odds with the art. While the art is gorgeous, I would also suggest a bit more visual direction in the levels. In the first level, (spoiler warning for anyone reading) I spent five minutes trying to get red dragon to climb that large wall because there was a burnable tree atop it, not realizing that getting the key was all I needed. In the second level during the part where they get separated (and red dragon's exit is initially blocked off), I kept "dying" for an unknown reason once the two got too far enough away, though the puzzle seems to require it (I'm not quite sure where to put the blue dragon during the red dragon's escape). Last, I'd recommend some optimization as my computer tended to lag a bit while playing. Overall, I really love what you guys made and I can easily see it turning into a full fledged game if you wanted to keep work on it and iron out some kinks. Great job!!

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Do you mean the area in level 2 right after the first puzzle (tracing the lights around the pond)? If so, you gotta step on the rocks, but maybe I should make that more obvious. Thanks for your feedback!

Appreciate you letting us know! Stay tuned, I have a fix in mind.

Oh cool, that makes sense. Do you have a dev blog? I'm curious how you trained it on movie scripts since it's a neural net and not something like GPT-3.
Either way, this is a really cool experience! Thanks for making this!

Where does the Neural Net AI come into play? What does the guide learn?

Salut, merci beaucoup pour l'explication détaillée du code! C'est très utile! Avez-vous un compte du GitHub? J'aimerais voir le code, si possible. (Je suis désolé pour mon pauvre Français.)

Fantastic surprise to come back to after the holidays. Many thanks!

Is there any chance a future version will allow us to copy a link to a specific region to save and restore later? I absolutely love how useful this generator is especially now that dungeons and cities/villages are connected, and am hoping I can save a specific seed for use in an on-going tabletop campaign.

Thank you!!

Any chance you could add the preset from the last image here? It's quite unique.

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Just learned you can also zoom out MFCG maps to Azgaar's Fantasy Map Generator. Amazing! Now if only these region maps correlated better with Azgaar's overworld, though I suppose you could edit it.

Though how amazing would it be if you could go back-and-forth between PS and an Azgaar map cell, zoom in to / out from MFCGs, VGs, & 1PDGs, and all of it linked up nicely?

Oh man and then if there's ever integration with Eigengrau's Generator...
mind blown
You'd have the ultimate TTRPG map generator.