Since your game is html/js I guess you can just change your project type from "Downloadable" to "HTML", then it should run in the browser.
Wendel Scardua
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I can try to embed an emulator but I don't know if the emulator I usually use on itch supports two players. Will look into it later.
But rest assured that this is not an executable, it's just a NES ROM, so it's impossible to affect the host computer. And if you don't want to download a NES emulator for it (which does make sense to avoid for safety reasons, since it'd be an executable), you can find plenty of web emulators with which you can load the ROM.
Thanks for the follow :) Besides La Patifferie you may keep an eye on Miroh Jr. as well, these two are the ones we(*) are currently focusing to be launched as full games. Miroh Jr. has a playable demo but we want to add some mechanics and balance some stuff after the feedback we've already had from it.
(* I say 'we' because M-Tee is doing the design and Raftronaut composes the soundtracks)
I could try translating it someday... Looking at the code, my past self from 3 years ago even started adding some vague support for language selection, but this being a jam game I guess I just gave up and wrote everything in Portuguese instead in order to finish it faster😅 (after all this was in part a Secret Santa gift for a Portuguese-speaking person).
Can't do it right now because I'm currently working on La Patifferie, trying to prepare at least a demo for a con next week, but I can try someday (the worst thing is that some of the dialogues are stored in a unfriendly format... oh well...)
Thanks for your comment; and yes, we do have some plans for the unicorn that we couldn't do during the compo, which touch on some points you've mentioned:
- a score multiplier tied to the energy, which becomes x0 when it's empty; this would make hunting energy more worthy
- allow the push to work on a block behind a wall (the flavor being that the vibration from the impact on the wall is pushing the block on the other side), which makes it more viable on some mazes..
- ... and also apply block gravity to the pushed block (and blocks above it), so it becomes a bit more useful (we've noticed that sometimes the pushed block was more of a hindrance than a help)
About the rate of the spawning blocks, it's tied to the game "level" (which currently increases every ~50 points); but we do need to balance this and many other constants (because, for example, once we have a multiplier the blocks may start spawning too fast too soon).
No updates yet. On my free time I'm still working on another full game with two other people (*) but this is one of my jam games that I do want to revisit at some point - and comments like yours make me more likely to do it, so... thanks! The problem with participating in game jams is that I end up with too many prototypes like this one 😅.
(the game I'm working on is a remake of this one: https://wendelscardua.itch.io/trinca, but with a whole different theme, better graphics, soundtrack, story mode, etc; some work-in-progress pictures/video: https://twitter.com/mteegfx/status/1587402686059536385?s=20, https://twitter.com/wendelscardua/status/1572728055797514240?s=20)
Oh no, you shouldn't have said that, I already have to work on 3~6 other NES games in the near future 😅 (starting with some QoL updates and fixes to https://wendelscardua.itch.io/phutball). But if I find the time I do want come back to this someday, thanks for your comment :)
So, for the layout of the dungeon I wanted to have some walls between the rooms, but not for it to be a full maze, which would make it too hard to navigate around. Every technique I've found seemed to be focused on mazes... But then I remember some article about an old Atari game where each screen was a small maze itself. So at first I basically did this, except for the walls between rooms, instead of inside a screen:
But after I while the penny dropped: this technique on the original game ensures each "exit" is reachable from one another... But it doesn't stop from making closed rooms in the middle.
So, the real interesting tech is in the second step (in hindsight this means the first step could replaced with just flipping a coin to decide if the path between two rooms is closed or not): I use a Union-Find Forest (https://en.wikipedia.org/wiki/Disjoint-set_data_structure). First I put each room in its own set, then for each pair of directly connected rooms I do a union of their sets. After that I check for each room if a neighbor is in a different set; if they do, I remove the wall between them and do a union of their sets. This ensures every room is reachable.
Just to be clear, on my game the dungeon layout is procedural, but the content of each room is randomly picked from some handmade templates; except there are 5 specific room templates (for the intended bosses) which are placed in not-so-random places as well. (e.g. the Terracotta Titan's room is placed in a random place near the bottom of the dungeon).
I found the art (and the animations) very cute :)
I had some issues understanding the gameplay, though: the UI says "player 1 left" and "player 2 right", and the players on the left side are wearing Red and the ones on the right are wearing Blue, but the P1 cursor is Blue (and P2's cursor, controlled by AI, is Red), which is a bit weird in itself... Except the CPU's Red cursor uses the Promotion skill on one of my Red players instead of theirs.
That you've implemented an FPS is really impressive - I need to take a look at the source some time :)
Given the way the graphics are rendered, I wish at least the game's description page would tell more about what's going on, what the enemies are, etc. I still haven't figured out what "Edit" or "Suffer" do, or what all the numbers on the bottom and at the top mean (but seeing the screenshots, I wonder if the ones I saw at the top were just garbage tiles out of the safe area)
I liked the humor, and the mechanics were really original :) (I'd never have thought of "jump back" as a mechanic, even less as an *upgrade*)
I had the impression some inputs are propagated between the game over and the restart of the level - at some point I got stuck *above* the wall to the north of the F2 entrance.
I liked the character animations, and also the whole idea of things being random because of dream logic :)
Some things in case you decide to work more on this game after the compo:
- I felt the levels end too abruptly (even a little pause, maybe with a jingle, would be nicer)
- Try to avoid placing crystals near the border of the screen (see for https://www.nesdev.org/wiki/Overscan more info about this). I remember seeing at least one streamer playing on a CRT, and they couldn't see one of the crystals because of this.
- Maybe cap the fall speed, even with the random physics I had the impression that the player falls too fast (and at least one level was almost impossible to win because of it).
Thank you :)
By the way, with a help of a designer/artist I've made a "successor" of Bare Metal for the NESdev competition in 2020: https://forums.nesdev.org/viewtopic.php?t=22111 (and we got 5th place on it). You may want to check it out (we've yet to make a nicer itch page for it 😅)
Sorry, as it says at the end of the page, "Unfortunately I couldn’t finish it in time for the Ludum Dare, but I don’t want to throw the code away so I’ll keep working on it."
So there's no actual game on this game yet. I may go back to it someday, but other jams came since then and I ended up not returning to it. You may check my other games, though, they do work on Mesen :-)
I find it funny that your game also had a mechanic about matching by color or shape, like mine did :)
I didn't have much trouble understanding the instructions, but I do think the yellow halo on the selected food is a bit hard to notice (I only knew it was there after reading the other comments here 😅). Maybe an arrow right below the selected food would make it more clear?
Obrigado pelo feedback :) Respondendo cada ponto seu:
- também me arrependi um pouco das formas; num rascunho original elas eram mais diferentes mas também eram mais feias, e quando mudei o formato das peças os desenhos não couberam mais nelas; pretendo refinar ou tenhando desenhar melhor ou chamando alguém que manje de arte pra dar uma geral no jogo (tá tudo com "arte de programador")
- como originalmente foi feito para uma game jam, eu fiquei sem tempo para colocar efeitos sonoros; mesmo a música não é a ideal, e só coloquei alguma para o jogo não ficar em silêncio absoluto; pretendo sim colocar (mas me pergunto como ficaria melhor para diferenciar qual jogador ativou o hold - talvez sons de nota musical diferente? variações grave e aguda do mesmo som? enfim, vou pensar nisso...)
- como já não estou usando a seta pra cima para nada, posso fazer como que ela também funcione como hard drop sim, tranquilo :)
Acho que com shapes mais distintos a questão de formar trincas falsas deve melhorar um pouco.
Thanks for playing! And, as I wrote in the description, you should be able to toggle between the puzzle and the clean QR code display by pressing Start (Enter on the web emulator) - I had to add this feature a little bit after the jam deadline because I ran into the same problem 😅 (otherwise I would've done like you suggested)
Thanks :) I made it in a couple hours before the jam's deadline so I had no time for polish (like SFX, bg music, tutorials, or even a title screen) 😅 Also, my game's puzzle exists just to make a single picture fitting the theme (*), so I couldn't make it easier (in fact, even though I knew it was possible to solve it, I've only managed to do so waaaay after submitting it; at least it should save automatically so it doesn't need to be done in a single sitting).
* In case you're curious, here's an spoiler for what the final picture should be, rot13-encoded:
Gur cvpgher vf n DE pbqr sbe n Lbhghor ivqrb, juvpu cerfragf na 8ovg pbire bs Rhelguzvpf' "Fjrrg Qernzf (Ner Znqr Bs Gurfr)"
Awesome game :) I like the use of chromatic aberration on the glitches, and I really appreciate the coyote time jumps... I just wish some screens weren't so hard, but this is probably me being bad at it (it took me too many attempts to leave the constant -1 areas, and now I'm stuck on the "-554 GO AWAY GO AWAY" screen with those spinning glitches)
Nice game :) The only thing that kinda bothers me is when the leukocyte is on one side of the screen and the viruses are on the opposite side, it takes way too long to reach them... But I don't know if it's a bad thing or if it's just me 😅. The breathing sound was a really nice touch (I wish there were also some coughs when it starts getting hit with the viruses)
Off-topic 1: I just remembered I made a game with the same name when I was a kid (mine was like a pacman where you could push the walls)
Off-topic 2: Fun fact, someone made a NES game a while ago that had the same concept of a leukocyte protecting lungs from coronaviruses: https://romekrjm.itch.io/immunatio
Nice concept, I liked the puzzle-like aspect of having to learn which bacteria are vulnerable to which acid. I think there's some bug with the shooting, though: sometimes when I shoot to the right, for example, the acid drops would appear on my left and then collide with me (if I get out of its way the drop keeps going to the right direction)