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The Bonsai Treehouse

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A member registered May 12, 2016 · View creator page →

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Yeah, basically it used to be that you click on any part of a ladder or chute to pick it up via line trace, but then I changed engine versions for the sake of making the game playable on browsers and then the line traces stopped working for some reason.

So I defaulted to “click on the black circle attached to any of the chutes or ladders to pick them up” instead

Thanks for playing, glad you enjoyed!

The idea with the timer in the top of the screen is to keep it above zero by riding through “TIME” gates. If it reaches zero, the controls lock up and you can’t steer, so make sure you don’t go too slowly!

The high score gets topped up by bumping into large blue and small purple balloons on the track and depending on how far ahead you are when you cross the finish line, you get a high score bonus (I.e. first place gets a higher score bonus, but it could be for nought if someone else riding behind them bumps into even more balloons on the way than them to bring their score even higher). I recall that the bonus points are at a fixed amount so the only factor is race position.

I would love to do a sequel, but I am currently busy with other projects at the moment so keep up with my socials for all that stuff (never say never though!)

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Well, the texture quality of all models in-game are made blurry and super low by default (since it's intended to emulate the look and feel of N64 games) and the screen resolution was set to automatically fill whatever monitor you happen to be using.

That'll probably be less likely, as I'm not sure I'm personally familiar with anyone who has a Linux based system to build the project from (and also I don't have the money for one myself haha)

There should be gamepad support; we tested the whole game with it (it does use the d-pad for movement to create parity with pre-dualshock tank control games from the early 3D era though, so there's that)

The easiest way to make an Unreal Engine game for Mac at the moment is to build a dedicated project executable using an actual Mac computer but unfortunately, neither I nor StageFryte have direct access to Mac systems.


Never say never though…

Honestly, I agree with you about the time limit lol

The timer was the last thing that I added in myself after everything else was put into place at the quite literal eleventh hour (probably should have done that earlier looking back but in that spirit, I like to think that it can be treated as a short snacky experiment given how abruptly it loads and unloads).

Glad you enjoyed the theme and art!

🙏✝️

Thanks for playing! Sadly no plans on doing the other chapters as there would be lots or legal grey area around fully remaking a game that is sold for money, not to mention the sheer amount of work that was needed just to make the first one a reality. We'd likely need a larger team and some proper business backing from Airdorf and New Blood to realise the entire Unholy Trinity in 3D.

Not weird at all lol (that would only enhance the effect imo)

I actually pondered the idea of including a 4:3 option at one brief point but then decided that users can probably do that kind of stuff on their own (case in point, you) without the game itself screwing with their set up or adding artificial black bars to constrain the carefully adjusted field of view settings.

That’s exactly what I attempted to do for the default screen filter (this can be turned on and off in the settings menu) though the effect may differ depending on the size of your maximum resolution display.

Glad you enjoyed the game as well! ❤️

The general rule is that Any can only be affected by the cross if she’s not invisible and not flying; so standing in one position open for attack is the best time to “aim at her” if that’s what you mean.

Hope this helps!

Thanks for the kind words! Did you play the 1.05 version of the game or the newest 1.06? Because I bumped the difficulty down a bit for that version (less health for Amy, slower enemy walking speeds, grey demon no longer flies out during the second phase etc)

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The VOX announcer seems like it has very limited capability that wouldn't be able to capture the variety of customised voice synthesis samples from the original game and further, I don't know if Valve would approve of that decision lol

I did suggest new synthesiser sources early in development to reflect the meta time period jump from 1980s to 1990s, but we soon decided that the original lines were too distinctive and iconic to 'Faith' as a whole.

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It was, now it's back with a new hotfix (V1.05)

(okay Google Translate, don’t fail me now…) Aby tak się stało, potrzebowałbym mobilnego SDK dla Unreal Engine, którego niestety nie mam. Przepraszam :(

oof, THATS not supposed to happen lol

New hotfix on the way!

Thanks for sharing your thoughts on the game! The controls and camera were bound the way they were in the game to emulate classic 3D horror games like Resident Evil and Eternal Darkness, so including a moveable camera would have required a completely different direction from the one that StageFryte and I ended up taking. Various other visual creative decisions were undertaken by us as a way to tie up loose ends from the main game and possibly clarify emotional details (John decides to shoot a deer because he’s scared and all he sees of it are two glowing eyes for eg).

You’re right about the third phase of the Amy fight though: the player needs to move out of the way before Amy finishes her red hand animation or else the circle of red symbols will get the player. It can be a pretty difficult fight though and I don’t blame you for being frustrated. I felt it would be more frustrating though if Amy appeared while the player was scaling the stairs as the crucifix doesn’t point up or down, so I had to limit her to random appearances on designated areas of the house.

Jury is still out on whether we will remake the other chapters without official blessing and/or money because there would be a lot of legal grey area involved. If that happened, we would definitely tone down the camera movements in places similar to the forest which I designed to be intentionally disorienting to try and approximate the original games feeling of being lost without the semi-random map layout.

Your feedback is very insightful and valuable however, and we’re glad you still found some enjoyment in Faith 64 anyway in spite of your grievances.

That's because I was working on the latest hotfix: you should see it now.

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This will be addressed imminently in the next hot fix. Thank you for your kind words and your feedback! (EDIT: decided to bump up the total number of Michael expulsions from ten to eleven 😎)

Ah, when I said "the player should decide when to reset" I meant that sometimes there's an in-game way of resetting things back to a default state or reverting back to a checkpoint without needing to select an option from a menu (which I didn't even know I could do). Like, maybe if there were a prompt in the top corner of the screen to hold a button on the keyboard and reset that way?

Looking back on my previous point of mine, I understand now why you decided to make the dice explode and respawn after a few throws because even a tiny tap of a throw can make the number go up. Dunno if you'd be able to change how fast the number goes up after it's been thrown but from what I could see it appears to be based on how often the die makes a quarter of a revolution which I suppose makes sense as well. Maybe lean into that and allow the player to influence how fast the die spins by having it bounce against walls and other surfaces? Perhaps they could be able to "curl" the die by holding the left mouse button and drawing an arc with their aiming reticule as they prepare to throw (having the player position the reticule further away from the playable character would be a better way of controlling power as well)?

Whatever I say )I'm just spitballing random ideas now) feel free to go with whatever direction suits your game's needs. I didn't focus much on positives, but did value my time playing your game and there were some very interesting ideas that I think could be experimented with in great ways! :)

I feel if the movement controls were a bit tighter, the die-grabbing hitboxes were larger and the player had a bit more influence in landing the die where they wanted with the number most ideal in the moment to them, it would feel less repetitive to play. Doesn't help that I can only throw even a basic die so many times before it's destroyed and has to respawn elsewhere; I feel like the player should get to decide when they're stuck and want to reset the die positions.

I do think the part where I needed to play keepy-uppy with the die as I jumped on springs was extremely inventive, but was also very unforgiving since those particular dice get destroyed on contact with the walls or the ground and cannot be physically carried past forcefields, meaning a lot of failed attempts trying to get it right before I eventually quit. I personally feel like the "explode two seconds after landing" die would have been a more comfortable substitute (if the player could also pick the die back up before it exploded thus resetting the two second timer).

Very luck dependent almost to the game's detriment, but I still quite enjoyed it regardless!

Would have been nice to get maybe at least one free item at the start as an insurance policy or change the order in which characters take a bullet. Just something to help influence the odds a bit better because only getting coins for another character's death can mean less money to spend on upgrades if we get continually low die rolls.

Also imo there should be SEVEN characters and seven chamber rounds because if a six is rolled, that would stop the game short completely! Though if this were expanded upon with a larger version, I imagine there could be some rogue-lite elements to compensate.

I can see this becoming a very involved puzzle game where a user is really forced to listen to the complexity of a track, especially if it involves beats that purposefully try to throw them off of their sense of rhythm. Kudos!

Sweetcakes! The music mainly stays the same for the entire time btw, just getting faster as you progress. Didn't really have much time to commit to something more funky I'm afraid lol

(On balance though, it IS a pretty tough game so only having a few people be able to hear more of the song by being fast enough probably wouldn't be fair on those with lesser reaction times)

Tough for me to play with a laptop trackpad when right clicking to fire the right hand gun locks my view until I do a left click, but It's a very interesting game because it forces me to consider every bullet and prioritise enemies beyond the one that's currently closest to me. Otherwise a bit simple as it stands, but I can easily see this being expanded upon as a lengthier, more in-depth horde-style shooter (if the inclination strikes you)!

Not really a fan of using Q and E to reload though, because with WASD for movement, it inevitably means I need to take one of my fingers away from those keys, which restricts how I'm able to move around if I want to reload.

tbf it IS pretty hard ngl lol

Thanks! It started off in my head as a Tempest 2000 style trance thing but then morphed into 'Who Wants To Be A Millionaire' when the gameplay went in a more challenging direction during testing (used a Korg M1 vst for the sound!)

Thanks for the feedback! I'll put a note in the description advising players to be ready on the '1' because otherwise, I kinda let the more fast and loose creative process dictate the feel of the game as it slowly came together, so in the end it became something intense and demanding of focus by design, almost like 'Flappy Bird' or 'Kaboom!' on Atari to my mind :)

f'nar f'nar :P

Pretty fun game btw, my favourite die powers were the ones that covered entire platforms like the sawblades, bear traps and horizontal lasers because if I got two dice blocks and I rolled one from both, they were extra helpful if they landed on either side of the fruit stash to take care of enemies on all sides at once.

Took a little while for me to work my head around its other quirks, but it clicked when I did. Enemies advance across the screen much more slowly than I was prepared for, running and jumping feel a bit robotic (as soon as I let go of the jump button, Marshmallow INSTANTLY falls at the same speed as when they were rising) and by the time I roll a die to get its power, the enemies will all have gathered on the OTHER side of the screen and I have to wait anxiously for it to stop and have another roll.

Some other things I had to infer a bit like throwing dice directly at enemies to stun them a bit and catching butterflies to gain a second die block for more efficient crowd control. Also interesting in a mechanical sense how getting damaged (whether by enemies or your own traps even) and getting fruit stolen both deplete the same energy bar.

Once I got comfortable though, my head was swimming with strategies and ways in which to optimise gameplay options :)

We’ll see what happens; currently I’m cultivating a Discord server for game jammers and game dev hobbyists who are open to cross collaboration and staying in touch even after a team event has ended so I’ll be fairly busy at least. Some teammates went their separate ways, but still, anything can happen!

I designed this game with only game pads in mind I’m afraid, as keyboards seemed a bit antithetical to the ideal of relaxed local multiplayer I had in my head. Will definitely consider otherwise for any future games though! Hope this didn’t seem discouraging...!

"It feels kind of condescending to ask why" sorry, I didn't intend to come across that way, I was trying to communicate surprise and maybe confusion too, but maybe I should have chosen my words better :/

Nice little puzzle platformer. I do really like the idea of limiting how many times the player can jump, though I do wish there were a way to get some more as we play; maybe string a few extra hearts off the beaten path if a player is stuck repeating a particularly challenging level?

Also, I'd really enjoy seeing this concept with levels that challenge players to make as few jumps as possible, rewarding them for hanging on to their supply of lives (i.e. jumps) and make them feel smarter and more skilled for doing so (for e.g. look up challenge videos of platforming games where lets players challenge themselves to beat a Mario game without using the jump button).

Also, being down to one life just means that as soon as I jump, it's an instant death. I'd prefer it if instead, I died as soon as I landed back on the ground after jumping or if I tried to execute a double jump in mid-air. I feel like a lot of badass "clutch" moments could occur from that possibility of "They only have one more jump, will they make it??"

Very nice looking game, can't figure out the rules for the life of me despite the solid attempt at trying to explain everything. I mean, there seems to be a LOT of steps and procedures here (endemic to so many card games out there) but all I could decipher here was that I was just supposed to intuit the best way of killing people by "guessing" their card? I dunno, I was just loaded down with so much information that I didn't know what to do with it all.

I assume it works just fine though, so I tried to be as fair as I could with my rating even if I'm terrible at intuiting these kinds of card games from a novice standpoint lol

Very basic game, this was. A greater variety of obstacles to test timing would help add variety.

Maybe the "Lives" theme could be expanded on more so that say, every life lost swaps out a random piece of the level for something else. I feel it would have been a better alternative to the very stringent timer that runs down even when I have eight lives left to lose. Controls could also have been more snappy and less lurchy imo; one tap was enough to make the cat take a whole step off of the side of the pipe and lose a life.

How was I still able to play the game after the chicken was eaten by the fox and I couldn't collect any more eggs?

Why was I able to eat the baby chick and why wasn't I punished for it with a game over?

The controls also screw with my sense of direction especially with the half second delay that makes me second guess my own inputs; I'd much rather they be Up for Up, Down for Down, Left for Left and Right for Right. I get that the choppy step-by-step animation harkens back to snake on Nokia phones and the chicken guarding, but it's also not very easy on the eyes...

I think this could make for an excellent idle clicker game concept. Basically, stretch out the evolution period to about ten minutes or so, let players buy and create more islands with the ability to rearrange them so that game overs don't happen too quickly at the same places, limit how often they can move the clumsies around to balance it out and you have yourself a winner 🙂

It's a neat concept to be able to draw your own commands, though taking on the role of a healer and supporter to the actual battle means I don't have much input in the fight being conducted out of view. Because of that, I don't have much of a sense of strategic planning as to which spells I should cast to benefit the situation at hand (aside from restoring mana). Casting my attention between multiple team members at once fits the theme, but in practice feels like spinning plates which can feel annoying and stressful when ideally imo, a turn-based system would help me step back and assess the situation more critically. Most of my actions simply amount to spamming the exact same healing spells on everyone over and over again, a feeling of repetition which is amplified when I have to keep doing it over and over without delay because everyone's health keeps going down with every passing second.

I would still love to see this developed; I'd personally like to see some different spells for different kinds of situations that crop up in battle, along with alternative effects that occur as a result of casting a spell wrong as opposed to having nothing happen. So for instance, if one party member were receiving fire damage, I could cast a spell to try and cool them off, but if my hand slipped, then I accidentally make their speed slower because it cooled them down TOO MUCH. I could then decide whether or not to cancel the spell or own my mistake and take the consequences. Maybe different encounters could be themed around different elemental status effects and I could swap my party members around like Pokémon or XCOM to better prepare myself.