The title fits. It was causing panic :) I dropped out early
Slair Coding
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Thanks for the encouragement. I’m still polishing! Just won’t touch itch.io until voting ends. :) https://molyett.com/haxe/GoldphishMatcherBeta/
Hey, thanks for the play. To be honest, this page was a quick 3am upload of the prototype and I only experimented with the browser build enough to see that the sky and lighting wasn’t working correctly and that the controls mostly functioned. I hadn’t played far enough to discover that the cloud cover blocked out the sunlight. Seems the html5 build has direct light only, hence the super dark shadows you saw.
The night cycle currently runs 3x faster than day, but I’ll increase that further in newer builds until night has more game mechanics. It is especially long without being able to look at the moon passing the starry sky.
Your joyous sounds of discovery warmed my heart and mostly fit how I imagined it getting played. The overly precise targeting on the watering can and seed box is on the to-fix list.
Overall, I’m happy with this as a prototype and really appreciate your feedback. I didn’t ever dream I’d get online today and find that someone had posted a video of playing it. Thank you!
That is interesting, I haven’t seen it try chopping after it has switched to the stump.
I have seen what I’ve called Ironwood trees, where the collision occurred with the ball moving at a tangent causing it to slide down along the side of a tree. Upon collision it chops and then slides one step along the tree object, triggering another collision and a chopping animation. It repeats this a few cycles before the ball exits the tree’s detection radius, causing the tree’s collision box to finally get removed. The end result being that it looks like the tree required a bunch of extra chops, but the tree title stays in place through this bug, errr emergent feature
Thanks!
The sound effects (minus the background track) was a place the kids got to contribute directly to the assets. Both the alien kill and alien damage effects are the same “Boom” word from my son, with alterations in Audacity. I was especially happy with how the getting hurt sounded because it reminds me so much of Crystalis(1990) for the NES.
The rocket launch sound was from three of us performing while we watched the cut scene.
My teenager also thought of school for “assembly”, it was the novelty of that which kicked off our whole weekend. I like how you played off the idea in the background without having to actually make the school assembly happen. Much kinder to your players than softlocking the game until the end of the school day, like I did. :)
Like the sounds!
This game was a weekend project with my kids, but two minutes after the deadline my son asked Did you get it submitted?!
We had a great time designing around the theme and wildcards.
https://mmolyett.itch.io/stop-the-assembly
I asked, without context, what my oldest thought of from the phrase “Assembly Required” and the answer was mandatory attendance gatherings at school. Adding in the temperature as a mechanic and a plot twist resulted in this design. Everyone worked hard on it so it will continue to be fixed and refined for a little while, even though it is not a formal submission to this jam.
Thank you for the prompts!!
Thanks for the link! The blur on the tile map and the robots was an intentional choice to use lower res assets and scale up in the engine. The 50x50 spider sprite, which has a lot of blank space, was created by my son and I wanted to use without modification. That limitation drove the art style as much as the jam themes and restrictions.
I will be watching the video since doing the right way we’ll is so far outside my wheelhouse!