Somehow, I have more work to do while things are shut down than during the normal course of the week, but I will try to revisit this game and add animations when the chance arises. I am not sure how to balance working from home + schools being out, but this has been a good distraction from events and your comments are much appreciated.
peteandwally
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Thank you. I will think on it for updates that may come. Do you have specific suggestions?
P1 select has good coin animations and little arrows pop up when you use an ability, but that was tough to put in during the contest both because of time and my skill level. More UI and feedback could definitely get put in.
Yes.. without saying which is which, there is a heal, a pickpocket, a quick dash, immunity for 1 turn, a spike trap, a houseplant decoy, stun, swap places and a kill. There are 3 upgrades, each affecting 3 of the powers exclusively, and you will see added icons on the splash screen once you obtain one of the upgrades.
Enjoy :D
Just submitted!
I'd like to thank my wife for going to the neighbor's bonfire party without me to give me time to finish this game.
A huge thank you to Jeremiah Reid for their amazing tutorial. I learned enough about javascript in 7 days to get this far, but it would never have happened without the template to go off of.
I would also like to thank Michael Brough for his unique game design perspective. If you read his blog, you will find an honest man, new to fatherhood, and it reminds me of my own life. He games and work ethic were a major motivation to enter this year's 7DRL, my first.
I would love to see what your maximum score is, so please post it somewhere if you sink some time into this. It's all about the pontos, after all.
**spoilers**
There are nine abilities to help you navigate. The duck and the lava can kill enemies, the butterfly can heal adjacent characters, and the rest help with movement or via decoys. You may get stuck early on, but if you open up the extra abilities, movement becomes much more fluid and strategic. Good luck.
This feels pretty good now. There are 'prizes' enabled that grant each character an additional benefit when you cast a spell. In the current version, you begin with all the prizes and movement is easy. See how many pontos you can sneak: https://peteandwally.itch.io/ponto-sneak
I will try to polish a bit tonight before submitting to 7DRL. Needs some better ui and level transitions. We'll see how it goes.
Try it out so far. Tons of weird bugs to find: https://peteandwally.itch.io/ponto-sneak
The "spells" are working. Coins are needed to cast and hp is separate for each little dude. My kid loves it, and even the wife is warming up to the project now.
It is technically playable, but there's a lot of design to balance out to try and make it interesting. Rewards for leaving enemies alive are on my mind.
Press 'c' to cast, and 'r' resets if you get stuck. WASD to move.
yet
Okay, got some 'spells' working. It's published but I don't know why it gets cut off in the browser. I can figure that out later though..
The little brown man and the purple guy are working perfectly (need to hit space bar then a direction WASD). Coins do nothing yet.
For tomorrow, health can get added back in and coins will do things. At some point, I need to add A* movement and an auto-collect if for some reason you want to kill the gentlemen in the hats.
Last night I got the P1 Select-y character switching working. Who you are depends on where you move on the stage. Gotta catch up on real work today, and the goal for tonight is to implement abilities as 'spells' in the framework of the original tutorial. Adding HP may be tricky, and I have no idea how to change the wall style to thin walls instead of blocks, but that will come later in the week.
Yesterday, I followed the tutorial by Jeremiah Reid here: https://nluqo.github.io/broughlike-tutorial/
Today, I began to change things and shape that base game into something new.
My wife hates this.