That is a fair question. Personally I tend to find that the distinction between expansion and weight gain tends to be roundness and softness. Fat tends to sag and roll, where expanded assets tend to be a bit more perfectly shaped. I think a good rule of thumb would be to stick with limited expansion, for example, belly inflation, where the belly gets round and tight, as opposed to soft. I hope that makes it a little more clear :)
Peter Gatrell Games
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Fantastic job! Exceptionally faithful to the original and very fun! I have two suggestions having played most of the campaign.
The cargo carrier is presently useless in the face of the tunnel transport (not your fault of course, it was removed from the original game after all!) My suggestion would be to allow the cargo carrier to transport 4 or so miners if it isn't carrying a vehical.
The other suggestion is a variation on the dispense option from the tool store, have a button for transport vehicals (and possibly miners) that will cause them to run to a tool store you select and pick up a resource (or multiple for transports), they will not put the resource back at least for a few seconds (or possibly it could be locked to them with a toggle). This allows for easier loading of say, a small transport filled with studs, to be taken by a cargo carrier.
Again fantastic job! I hope this project gets to be everything you want it to be!
At present it is designed more as a puzzle, there is a "More Optimum" way to play, at some point I will be adding some weighting on the opponent's desisions. It isn't nessisary at this time though, your rock paper scissors comparison is correct as the design was partially influenced by me wanting to see how I could add meaningful choice to a rock paper scissors like game :)
--- In this case because the options are weighted differently there is meaningful choice, as opposed to in rock paper scissors the percentage chance of any given move working is exactly equal as it is a perfect triangle :)
So in short I will be adding greater choice to the opposing player but it will be as a result of the current "puzzle like" system as opposed to it having a preference for doing something specific. --- Hopefully this all makes sense :D
I actually have a few games ive not released on here yet as i just need to get permission from my partners on the projects first :) Hopefully I will have to opportunity to get them on here soon. I also have a few games in the works, I wilol be relaesing them on here once ive either finished them or an well into development :) (I am considering using itch for prototyping but idk if i can be bothered atm since im fairly busy lol)
Heya, I'm guessing there is only one level? Thats fine, its a great start! The game is pretty fun, I beat it on my 3rd try or so. I feel like the player cubes movement is just a tad slow for the pace of the game overall. You could potentially have longer levels if it were slowed down by just a little. As it stands though the current super short length works in the game's favour! Good job :D
Hi,
Thanks for the compliments! I am really glad you enjoyed the game. I will cirtainly consider finishing the game up if the rushed code doesn't prove to be too prohibative!
As for twitter, I don't see much point in it yet but I won't rule it out completely; perhaps in future when I have things to say I will make one lol.