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lancelot1106

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A member registered Mar 08, 2022 · View creator page →

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I'm really glad you liked the music!! Although if Meteo's whistling wasn't obvious, I guess I might have to simplify the music some more :D

Building up the music as you collect notes sounds interesting on paper, but in the game it would likely be at the cost of clarity for the puzzles. If a note can't occur (or occurs less) when it isn't collected yet, it becomes more difficult for the player to know if the note fits. It's an idea I fiddled with, but decided not to use. Collecting more dinos would be fun though, I'll definitely write that one down!

Very nice to hear! It did occur to me that this could be used for educational purposes, but I'll keep that in mind for the future!
Preferably I'd had the camera done as well (likely moving to in between the player & Meteo and/or slightly in front of the player), but with only a few hours left I decided that would give me more trouble than it'd be worth.

I can't believe I forgot about the clefs after every detail I put in there.... Even knowing it won't change much for most people, I hammered myself on getting the details right for those who would notice, so that one's kinda shameful 😅 And you also made me realize I forgot to program in the natural as well. Looks like a next version still has lots of work to do :)

Yep, the bug in level three is known. The double Db breaks the end of level check, but my brain was too mush to figure out how to improve that check so that even if you had a double note it'd not break the check (hence why in level 4 there's a note in the wall).

Even so, glad you enjoyed it! And I'm glad you picked up on the music as well :D that was intentional to make it easier for those who don't know musical notation so they could still hear whether the note would belong in the scale!

Thanks a lot, glad you liked it!! Yeah, (re)playing the scale is a feature requested more often, so for a next iteration that'll definitely be in there! :D

Thanks for the feedback! I'll make sure to note it down if I continue with this game. Perhaps making textbox static with the pointer just moving along could help.

As for knowing which note is correct: the answer is hidden in the background music, so needing to read music isn't completely needed (but still helpful :D )! That's also why the music just looped, so the player can keep listening to it and try to hear if the note is in there/harmonizes with it. I guess I'll have to make that clearer as well next time around 😅

Glad you liked it! But I guess I could have made a few things a bit clearer in the tutorial. And yes, there is a small bug in the tutorial 🤭 but luckily I added a skip button :)

Still, very happy to hear you liked the execution!

Glad you liked the music! And no, you are not supposed to pick up harmful notes, I suppose I could have made that clearer in the tutorial. Notes that hurt you also won't show up in the scale (because they don't harmonize with it) ánd can eventually cause you to fail the level. 

Thank you! Glad you like the way I interpreted the theme!!

Thanks!!

I'm pleased you liked my take on the theme! I indeed wanted to add an option to hear the entire scale you built at any moment, but at day four my brain had practically turned to mush so I couldn't figure it out anymore >< And yeah, the visual part is more as a useful extra than the main thing to rely on.

There is a C in level 3, relatively close to the starting point of the level! But in checking, I did find another bug... Still, happy you enjoyed it!

Happy you liked the dinos and Meteo, as well as the take on the theme! And yeah, not every note will harmonize with the scale, probably something to put into the tutorial for a next time :D

Second time I've heard about the bug, and I even made sure to check the level thrice. Oh well... Still, thanks for playing! I'll make sure to add more notes per level in a future version so simply picking everything up is less of a strategy ;)

Thank you so much!

My intention was to add some explanation for the scales, but I had to rescope as that would get too big way too quickly (even with just the four scales used, whoops). But yeah, memorizing works too 😅

Glad you enjoyed it! My goal was indeed to make it so even without knowing theory it would be possible and fun, so I'm happy that seems to be achieved!!

The notes can be picked up by jumping towards them (had hoped that was a bit more clear from the tutorial), so I hope your next attempt goes better!

And yeah, UI is not my strong suit. I've gotten the hang of UI in Unity, but in Godot I'm still way off knowing all the ins and outs

I'm not gonna lie, I tried for like half an hour to break it like that and it never happend to me, so I'm slightly embarassed it can happen... Still, glad you liked the idea!

To be honest, it would've caused some destruction if the scales hadn't broken its fall ;)

These puzzles had me absolutely stumped. Great stuff and well done for a game in 4 days!!

Very cute artstyle and a nice take on the theme! Glad the hint system was included otherwise I'd have never figured things out on my own, whoops. Even so, very enjoyable to build a massive mess of houses! :D

Gorgeous art style and very interesting puzzles, although it did break eventually (don't overlap 2 notes...). Still, it was very beautiful and calming to play!


And we're gonna ignore the fact it took me about 4 levels of clicking they key for half a minute before I figured out it was click once and let it run... xD

Thanks you, great to hear you liked it!

It's a bit simple, but Tetris will remain fun and as a good extension on Tetris it's a safe play! Did have some trouble getting main.py running after not using my python IDE for about 3 years now, so that's a small point of improvement. Even so , well done!

That's great to hear! Pretty much what I was hoping for when I came up with the mechanic, thanks a lot!!

I would have liked to polish more, of course, but for four days I'm happy with the amount of polish I could bring in before the deadline :D

And here I though I fixed all the bugs, whoops...
Even so, glad you liked the art and gameplay!

I did try to make it so even when you aren't musical it's still possible, so I hope that worked for you! I'm happy you liked it though!

Thanks a lot! Pleased to hear that!!

As for Meteo... He regrets nothing 😎😎 (but he likes music so he's okay with helping out)

That's why "the world remembers the music", the entire scale is woven into the background music to make it easier when whistling and comparing notes! That said, I'm glad you had fun, thanks!

Holy hell this was an amazing experience! Great art style and very smooth gameplay (save for one or two bugs). Absolutely great entry for this jam!!!

A few bugs here and there, but that didn't take away from the unique style and interesting take on the concept! Well done!!

These are great! Used them in a game for the GMTK game jam this year! Made a few adjustments but absolutely loved how easy they were to use :D

Link in case you're interested https://lancelot1106.itch.io/scale-issue

Hi! I absolutely love these, fitted perfect with a game I just made for the GMTK game jam :D 

Link in case you're interested: https://lancelot1106.itch.io/scale-issue

To be completely honest, the delay was added because the AI was too quick... It's fairly optimized and actually did its moves instantaneously, which is why I added artificial delay. Still, it could be that the AI needs more time to think in WebGL as well, so it surely is something I'll have to look into! 

Thanks for all the feedback!! 

The delay has been addressed a lot, and I wholeheartedly agree. The unity editor itself had only a second delay, but it tripled in the WebGL version for no apparent reason. It's definitely something I'm looking at to make the gameplay faster while not interfering with clarity.

Drawing the registered path is something I wanted, but had to cut out due to the 48-hour time constraints. Indeed, it would improve things to make it less memory based!

The problem with preselecting characters would be when more than 2 Bones appear in a level. If one is preselected it might make it trickier to code everything correctly. As for the R, it's displayed in the first 2 levels, but perhaps it would've been better to keep it throughout all the levels. :)

Anyhow, thanks for all the feedback, I'll definitely keep all of it if and when I go for a full post-jam release!

Thanks for the feedback!! I did realize that taking the longest route possible would make phase 2 easier, but for 48 hours I didn't want to ruin what I had by mixing up the tile movement distance or the Bones walking distance. Still, I'll absolutely keep that in mind if and when I create a full version of this!! Thank you so much!!

Thank you!! I'll absolutely keep making games, especially with my bachelor in game design coming up!

I do agree though, the delay is too long. This was a lot shorter in the unity editor and personal builds, but it seems for some reason WebGL likes to slow things down, nearly tripling the delay. On the other hand, no delay could've caused confusion as the AI could possibly move a frame after you've made your move depending on the number of calculations needed. Besides that, thanks for the feedback on the non-intuitive pathing, I'll be sure to look into making it more straightforward if and when I create a bigger version of the game.

Still, thanks for all the feedback! It helps a ton!!

Thanks so much! I do realize the tutorial was a band-aid solution, but I'm glad you could easily grasp the concept! The top-down tilt is something I realized too late, but that would indeed be a great addition in terms of accessibility, so thanks for the tips!

As for resetting the puzzle back to Midas, that's what the R button does. When failing a part, it won't reset the entire level if your solution with Midas was correct and you'd only need to adjust your path with the Bones. However, in case you do realize you took the wrong path with Midas, a simple press of the R button should reset the level in its entirety!

Great idea to reverse the positions and make a shooter that way! But my goodness it's difficult, especially if you spawn in between 2 enemies 1 pixel apart. Still, very fun concept and great execution!

Loved it! Very interesting concept and great execution. The controls for selecting the right side/row/column are a bit fiddly, but other than that it all works very smoothly!

Interesting and fun implementation of the mechanics, even if some parts could have used more clarity. It became clear to me quite quickly that different characters had different movements, but I couldn't for the life of me remember who was who at the end (perhaps that's just my short attention span). It could also be an idea to have the characters leave behind some kind of trail, making adjustments to the level easier and more predictable!