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nicolaracco

13
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1
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A member registered Feb 28, 2020 · View creator page →

Creator of

Recent community posts

thank you :) Yes as soon as the reviews period is over I'll fix the issues first and then I plan to add a tutorial and more levels

Cool game, I really enjoyed it. Do you plan to expand it after the jam review ends?

Cute game, loved the art, but I believe it would have been more easy if the player can "estimate" distances. I had troubles inserting the right number of lefts and rights. Nice job anyway :)

I reaaaally enjoyed your game. Clever idea. I also loved the art and the fact you make the browser download a file at the end of the level :D Sad there was only one level, I would have played another one with pleasure

Only issues I found so long:

- Dragging the letters sometimes doesn't work, it's like you lose the letter and you have to pick it again to drag it. I felt like the problem was dragging above other letters but I'm not sure.

-  You can stick to one of the screen edges to avoid enemy fire, because the character is "thinner" than the enemies. 

Lol yeah they're perfectly on theme. I'm saying the same for my game which has problems with controls too :D I'll fix them after the review process

Great art and storyline. The controls need some work though, as it seems they're fighting against you sometimes

Loved the art. There are some issues with bullets not vanishing so I wasn't able to go past the first couple of levels

Ok this game is HARD :D But the mechanics are really clever, and overall the game is so intuitive that there's no need for a tutorial.

Thank you. Indeed, replaying it "the day after" I completely agree with you.  The player speed feels weird. And there are some issues with the jump when the player is on a roller or a moving platform. I'll take care of those after the review process.

Yeah, I made the error to test the game outside unity only when only one hour was left. Did a bit of tinkering to improve them but it wasn't enough. I guess it's a noob error :D

(1 edit)

There's something "clunky" in the camera movement when playing full screen, but I'm not sure if it's related to the performances of the webGL version (I tried that one). The art is lovely

The only issue I found are the controls appearing also when the AI is playing. But it's a great idea, greatly executed.

This is my approach on both Linux and OS X:

1) Unzip dragonruby in $HOME/opt/dragonruby, so that the dragonruby executable is $HOME/opt/dragonruby/dragonruby

2) Inside .bashrc or .zshrc add somewhere `export PATH=$PATH:$HOME/opt/dragonruby`

3) To start a new game I create an empty folder which will contain the following structure:

- app/main.rb

- run.sh

This is the `run.sh` content:

```

#!/bin/sh

dragonruby ./

```