Agree - your suggestion using the enemy would have been much better! This is fixed in the game I am currently working on as it is possible for the player to accomplish a true diagonal move within a turn.
Spyr
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Wow this playlist is amazing! https://www.youtube.com/playlist?list=PLqnMDAwv_U-y9wKD9fm8lBuYuNsWihDTa
I've been really enjoying watching your thought process! Thank you for sharing!
My initial thought is it is due to the save system and requiring you to "allow third party cookies/storage".
If you right click on the page somewhere and press "Inspect" a developer console should appear. Select "Console" tab.
When the game fails to load is there a red error that appears. That should help narrow issue.
I found this fix for Chrome, and Firefox should have something similar.
Otherwise you can play the game on my domain where this issue shouldn't occur: https://riko-game.netlify.app/
That is a great idea to add in a patch upgrade. In the meantime there is a manual way.
Warning - clearing all LocalStorage will clear other game save states. These instructions show how to clear only the "playerState" variable Riko uses to store a save.
1. Ctrl+Shift+I to open developer console. Or right click on the page and select inspect.
2. Select Application tab on Chrome, or Storage on Firefox.
3. Click the "Run Game" button to load Riko.
4. Under "Local Storage" there should be a https://v6p9d9t4.ssl.hwcdn.net (Where itch.io stores all browser saves). There will be other itch.io game saves here so don't clear it all. Select it.
5. Find the Key "playerState". It might have something like ["Overworld_pre"] in it. Right click the key "playerState" and delete it.
6. Refresh page. State should be gone.
Oh my goodness. Really appreciate the comment and the twitch stream link. (Thank you for recommending it to Jonathan!) We enjoyed watching and learning a lot from it.
Totally get the pixel art complaint. It was decision made to keep the game possible to make (due to my non existent art skills).
It has been a real honor to see people play the game and see how we could have improved it to have more consistent level groupings rather than "some art & difficulty".
Really helpful discussions and such useful criticisms. Will be keeping it in mind for our next game ^.^
I did not include restarting in the undo stack although that would have been really useful (an oversight). I used the PuzzleScript documentation as a reference for the implementation of game logic. The Riko engine allows chain reactions of rules to happen like in PuzzleScript, but we cut any of the chain reaction elements out of the final game as it didn't add anything to the puzzles.
i.e. We had an explosive that would damage tiles on either side that you could arrange. I liked it cause it was cool, and could wreck your large blocks, but it didn't add anything.
Thanks for letting me know about the undo restart. Come to think of it, Stephen's Sausage Roll also keeps restart in undo stack!
Thank you so much! I initially started with the idea of the logic part of this game in Rust but I got sidetracked and ended up doing it all in JS/Typescript. I have been thinking of making a video showing sort of the flow of developing this game. From building the game logic, level editor, art, sound and world map shader. Although not Rust, the ideas are transferable.
The undo system uses a cool library immer.js which gave undoing for free after a bit of setup.
The big con of javascript is that sometimes a garbage collection pause makes a keyboard input feel unresponsive.
I am also interested in writing Rust plugins for game dev tools like Unity. However need to advance my Unity skills a little more :P
Great tilesheet!!!! Used in this little free game: https://spyr.itch.io/factory-rush