Yeah, that was my intention but I forgot about it and didn't want to recompile just for that. Thanks for the review
PepperDev
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Great UI sound design and the UI animations are sexy as hell
Music and earthbound backgrounds are stellar
Some of the dialog is awkward, like when talking to the chief and describing the bat murder, it sounded more like trying to list exposition than natural dialog
The following are nitpicks:
I don't like how the blue rhombus that indicates interactable
object looks, it feels unnecessary
You should add custom dialog at the train station shop if you didn't buy anything
I liked this game a lot. Both fun and soulful. Played for around an hour till I reached the king. I'll probably play more later and try to beat his second phase, which I couldn't.
Thanks for playing. The orange plants spread to a green enough block that touches air and the little red bros just run around. I haven't yet added the interactions between the water, plants, and entities. When the settings menu comes I'm going to have toggleable max FPS. The game logic updates 30 times a second but right now the program runs ~1000 fps, which you're correct that it's excessive
Below spawn there's a point where the waves break apart and you can see the sand color. At one point I had two cards during the after-battle card win phase both have the card text "Summon crab Vanish." Cards where Cattamari and Cattack, both with 2 cost. If you trigger an enemy in the overworld and go back within their circle of influence, they wait until they get to the center to come after you. Sometimes if they're going back to their position, and you enter their circle on influence, they won't get triggered at all and you can walk right next to them without them coming after you. Walking animation has a weird snapping thing with the animation frames. Blood storm displays the wrong number in the attack preview graphic.
I got to 866, let me know if I didn't unlock every ship because if I didn't I'll play it some more. The visual improvements since last time are great across the board and do a lot to bring everything together. Sound effects are mediocre and sound like bfxr, but the mixing and music are both good. I don't know why I was bitching last time about the movement, it felt natural this time. The aerial bombardment ship can fuck you up if you happen to be right next to it when it spawns it's crosshair, not sure if that's intentional or not. Nice job man.
-I like the bg of the intro screen a lot. The song is good too.
-Overworld feels very nice to walk around in.
-UI is fantastic, conveys the information very nicely.
-Art is enjoyable even if the highly defined crotch of the main character made me uncomfortable.
-The extra reward picture took me a bit to notice and made me laugh.
-The first impact I seem to cast in battle costs 2 impact cards, is this intentional?
-When the victory screen was up, I was still able to see mouseover text
-There's a missing tile below the first beach crystal
-Ignore the next two if space movement is just a debug option:
-If you do the space movement option, you can get stuck outside of a loading zone, but you can escape it by using the option again
-I also did this to the right at the beginning of the beach and got trapped out of bounds until I reloaded my save
Great game, this is my favorite I've played this jam
Well shit, I must have broken those couple lines of code that change the color for the player's character. The runners stats are based on the player's runner's stats with a random number added/subtracted, so that the races for the prototype are interesting. Thanks for playing, I'll see if I can put up a build tonight with the color fixed.
Yes, you're meant to be passive. Stamina has been fixed, the code wasn't changing from the default value. Exhausted runners can now also reach the goal. Collision detection is at the top of my list to do for the next version, followed by improving the runner's state machine. I'm still brainstorming ways to fix the exit, but maybe I'll just have runners that go over die. I might have some limited way of effecting the races but not extensively. The stat picker is completely temporary and not going to be around long, a big part of the game will be in the eugenics subsystem. A level preview will be in the finished game.
Thanks for the in depth reply. I've upload a build with the bug fixes.
Initializing gui.
Compiling shader : shader/rect_c.vert
Compiling shader : shader/rect_c.frag
No tesselation shader
No geometry shader
Linking program
Compiling shader : shader/text.vert
Compiling shader : shader/text.frag
No tesselation shader
No geometry shader
Linking program
Compiling shader : shader/texture.vert
Compiling shader : shader/texture.frag
No tesselation shader
No geometry shader
Linking program
Compiling shader : shader/line.vert
Compiling shader : shader/line.frag
No tesselation shader
No geometry shader
Linking program
Loading font.
Loading texture.
And then it crashes.Spacebar begins conversation, and a mouse click progresses it. His glowing is actually just debug in the overworld, the num 0 to open a menu begins once you enter combat. I've updated the text on the game page to be more clear.
As for the resolution, in the games current state the visuals break when the game scales, this includes fullscreen mode. This will be changed by next demo day. The only UI Appears in the button remapping screen, and the testing arena, so the main portion of the game should be playable.
Thanks for the comments, man.