I’ve made it to the third floor so far, fun game! I did not expect to have to attack paper😂
sprainedtootsie
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Thanks for the notes!
• Indefinite jump - I will say I had this happen a couple times, but it wasn’t consistent enough to try and figure out. I turned off the friction if the character is colliding with a wall bc it kept getting stuck with any friction. That’s super weird gravity isn’t bringing it back down though.
• Slipperiness - I had a hard time adjusting the physics because it would slow down a ton on my computer, then get slippy-slidey on my phone. It’s not a very intensive game so idk what that’s about but oh well.
• Round end UI - whoops! Thought I put all those back lol.
• Hanging on to wall during jump - weird. I’ll check if “grab ledges” is turned on at all.
• Coyote time - I hadn’t even thought about coyote time, but that’s a great idea!
Cool game! This is a cool idea. And the art is great! I know you said it's still kind of a demo right now - the only thing I noticed to suggest was that the opponent is able to draw their own cards from the deck. I noticed they weren't collecting anymore to fill their hand and I could do it for them.
I like the idea, and the art is cute! I do wish there was a little more explanation on how you win or lose. I did get that each element has its opponent, like rock-paper-scissors. I just wasn't quite sure how much damage I could take, or if I had to take over a certain amount of the board or what to win.
Thank you for taking time to give feedback! Those are all really good suggestions. I had considered adding some extra moving parts (cupboards, drawers, etc) but I didn’t even get done with the static drawings much less😅
There is hover on the next button (changes from orange to yellow), but I hadn’t considered the other buttons. Another commenter suggested being able to flip between flashlight buttons with keys, and a highlight would be really important in that case.
I agree on the needing to click next so many times, but I couldn’t figure out how to get one piece of text to start typing after the other text in my engine. While there is *technically* a function for it, it just didn’t work when I tried. Something to play with later though. I’m sure the feel will also be affected when I add in the voicing. My friend who agreed to voice the therapist couldn’t get me the files until a couple hours after submission (cause I misread the deadline and put him on the spot), so it just had to be cut.
I did know the button clicks at least need some audible feedback, but I like the idea for each object having its own unique sound. I think it would be cool to have them tween to the list instead of just deleting too. Also changing the bar at the bottom to an actual paper list.
And yes, the art did😂 I had to do some serious critical thinking to get the perspective in the kitchen to any make sense.
Anyway….lots of cool ideas to play around with in my further development. Hopefully by the end it’ll have like 15 levels instead of 1. But I’m glad to see that even at this rudimentary level people are getting something out of it.
At least what I noticed playing: I believe you get a point if you are both allies, or you betray them (maybe two points if you betray them, but they'll catch on if you do it too many times). You lose a point if they betray you. You get no points if you both betray each other.
There is a tutorial menu on the start screen that explains how the characters make a decision on whether to ally or betray, and when you get to each character it states their individual ideals above them. You have to either make a judgment call based on this information or use your chips to persuade them.
You must earn a certain amount of points to beat each threshold (like every 3 to 5 levels they up the ante). If you don't have enough points, game over.
VeryLukley, please let me know if I understood that all correctly?