thanks for the feedback! i think you're spot on, people might see the game as more of a strategy game, and that's what i'm aiming for. its both a game of chance and a strategy game. also, the most effective strategy is definitely not checking every box. the best one i’ve found is dividing the grid into 3x3 cells and using the counter tools to estimate how many foxes could be inside. there’s a really high chance that a '0' is actually a '0,' so you can safely ignore that entire 3x3 cell. anyway, i’ll think about how to better align the presentation with the gameplay intent, thanks again for sharing your thoughts!
ramjing
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thanks for the suggestion! i can see how adding movement and a pulse tool could make the gameplay more engaging. my original intent, though, was to focus on the gambling part while while also sneakily teaching a bit of statistics. i think there's room to refine the balance while staying true to that idea. i really appreciate you sharing your thoughts!
thanks for the feedback! the perceived higher randomness is intentional due to the sensitivity and specificity mechanics, i wanted players to gamble on trusting the tools. for instance, even with 90% sensitivity and 90% specificity, the chance of a detected fox actually being true is only 37.5%. that said, i agree the numbers could use some tweaking to make it feel less of a gamble. i really appreciate your thoughts!
really like the concept, it’s really fun! i also love the fact that each character has their own unique music, it really adds to the experience. the different weapons for each character keep things fresh and exciting. also, i think i found a bug (or maybe not?), when playing as cyber mark, the music stops after a while, not sure why though. overall, great job!
really like the mechanic where you get currency after dying to modify the level. the fact that the shop alternates between good and bad items makes the game well-balanced and interesting. however, the fact that you can place anything anywhere can make things too chaotic, especially with more players. also, it would be nice if you added more levels or made the existing one bigger. overall, good job!
what a wild story! the player really can’t catch a break, really unfortunate for them! i also love the slideshow-style story, it works great for telling the story. however, i did find a bug, if you hold left or right while interacting with the door or the cross, the walking sound keeps playing after the animation. so it ends up with multiple walking sounds going at once. just thought i’d mention it. great job overall!
thank you for the feedback! i’m glad you found it fun, even if it got infuriating. i see what you mean about the precision when jumping on ghosts, that’s something i’ll keep in mind. as for the ghost limit, it’s intentional to add some extra strategy, but i totally get how it can be frustrating if things don’t go as planned. and you’re not dumb at all! it’s a tricky game, and i really appreciate you giving it a shot
thank you so much! i'm glad you liked the art style and the itch page, i had a lot of fun putting it together. i’m happy to hear you enjoyed the mix of puzzle and platforming too! i intentionally made it a bit harder since i only made 5 levels, but i really appreciate you giving them a try. it means a lot!
this is a fun and chaotic game! i really like the two-player aspect, and dodging all the fish is exciting. i also really like the aesthetic, it looks great. one thing i noticed is that the fish speed feels a bit too fast right from the start. maybe it could start slower and gradually get faster over time? also, after playing for a moment, the game started to lag and eventually crashed. it might be worth checking if something is piling up in the background. great job overall!
thank you! I’m glad you liked the itch page and the art style. thanks for the feedback about the gameplay too, I see what you mean about the ghost loop. just so you know, you can restart to get rid of the ghosts if it gets too chaotic! i’ll keep your feedback in mind for future updates. really appreciate you checking it out!
Hey everyone! I had a blast jamming with you all. I’ve noticed that some of the submissions here really look like they could be actual games, and it would be so cool if we could turn them into a real game, just like that Famicase jam! I’m just throwing the idea out there, not looking to organize or anything, but I just think it could be a fun game jam concept.
I'm not sure if this is the appropriate forum to ask questions like this. But I have made this code to load a level onto the screen :
:alias row v0 :alias col v1 :alias bx v2 :alias by v3 :alias temp ve : block 0x00 0x70 0x70 0x70 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 : level1 0b11111111 0b11111110 0b10000000 0b00000010 0b10000000 0b00000010 0b10000000 0b00000010 0b10000000 0b00000010 0b10000000 0b00000010 0b11111111 0b11111110 : main bx := 0 by := 0 loop i := level1 #increment i temp >>= by i += temp load row #reset bx and col bx := 0 col := 0b10000000 i := block loop #read each bit of row and draw block if bit == 1 temp := row temp &= col if temp != 0 then sprite bx by 4 bx += 4 col >>= col #after 8 bit, reset if col == 0 begin i := level1 temp >>= by temp += 1 i += temp load row col := 0b10000000 i := block end #if bx > 56, do next row if bx <= 56 then again by += 4 #finish if b > 24 if by <= 24 then again
How can I load a different level without rewriting the entire thing? I would appreciate it if someone could point me in the right direction.