I added the raw asset to the downloads-- thanks to those that donate!
thedotmatrix
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thank you, that means a lot! I've been on a social media hiatus for a while, and only started learning piano/music production since covid... so I haven't really established any art/music pages as of yet.
For now, I uploaded the first music release (the unedited version of the track in this game) here
I'll probably make a bandcamp / other social media soon when I know exactly what I want to upload / what the "brand" of such account is.
Kinda hard when you make a little bit of everything, if that makes sense.
Thanks! Yeah I wish I had more time at the end to work on pacing and really wish I made a proper tutorial level. Oh well, glad I still finished considering I lost my duo early on after the concept was finalized.
The player and enemies both represent your usual Rock (magenta / pentagon / closed fist) Paper (green / airplane / open palm) Scissors (cyan / snips / peace hand sign). When the player and/or an enemy collides with an enemy, three of the following will happen:
1. Type A is stronger than type B (ie Paper covers Rock) -- entity B is destroyed
2. A and B are the same type -- enemies bounce off each other, player deflects the enemy they bounce into
3. A is weaker than B -- entity A is destroyed, or if it's the player, you take damage (marked as a loss / blinking and unable to attack until you get back to a clear space on the board)
Running out of time, and lacking the amount of gameplay polish I wanted... I decided against assigning the player a certain amount of health and adding an explicit win/lose condition. You get to play out the round regardless of how well you do, and are simply told how many enemies you directly/indirectly (by bouncing around enemies into each other) you destroyed + how many times you got hit... at the end.
I feel the pacing is a bit abrupt and fast... and I wish the pivot to turn-based combat happened sooner / I had the other developer working with me... so we would have had the time to refine the gameplay loop more, such that it wouldn't be frustrating to win or lose explicitly. A learning experience for my jams past the first one here. :)
admittedly, I just modified a godot native shader afaik, to work with love2d
credit/license to the original author included in src, namely here
I will say, it's a bit off on Linux / my released AppImage.
I forget love does weird floating point math on different platforms-- just a word of warning before you use it.
Working in fennel + love2d
Spent the first 2 days of the jam implementing most of the How to Love tutorial book by sheepollution in fennel
Spent the past 2 days implementing the pseudo-3d spherical board, plus some basic player controls and enemy behavior
Hoping we reduced down the concept to something small enough where we will have ample time to make it pretty and fun to play