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zaeche: the grumble of grouses

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A member registered May 04, 2015 · View creator page →

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hey! played this with my friend at the open-house and it was fantastic--very impressed by how many levels were added over the span of the jam, as well as how responsive the controls were. keep at it! 🙂

enjoyed playing this during the open house! i really liked this once i got the hang of it (although it took me a while lol); fun idea that's been really well executed.

via GIPHY

Thanks for playing  and for the kind words!

You're correct about your firepower decreasing as you consume the 'upgrades' for your weapons to heal--the idea was a sort of a 'reverse' vampire survivors where you lose your upgrades as time goes on and become weaker (in keeping with the theme) until we eventually settled on what's on display lol 🙂

in some ways reminds me of the flash fiction genre lol

it probably stems from making this in three hours but I quite like how constrained (for lack of a better word) the scope is--the little story it tells, the different palettes and different scenes (even a sly reference to the goat!) are put together into a nice showing overall :) 

great concept: simple, effect and gobs of fun. not sure if that's a shader but really cool effect. 👍

was lovely playing this at george brown--and to reiterate, really love the balance between herding towards the maw (dudes for scoring) versus herding away from the maw (the goat) to stave off the game over. 

actually really easy to tunnel vision one over the other! also, adding a dedicated button for the metaphor just elevates the experience lmao

i enjoyed the puzzle/platform aspect being very present when you gather all three goats, you really have to pay attention then lol

I kept thinking of the voids along the paths as walls though, so whenever I fell, it was a bit of a surprise! aside from that minor quibble, it's good fun :)

spin to win! charming concept and it actually feels 'complete' which is tough to pull off in game jam so well done. :)

could only try it out solo (lol) but thought the interplay between the ball and slime mode was really interesting once I got the hang of it! 

i could see this holding up really well inside of a side-scrolling racing mode of sorts

got some lovely nostalgic pokemon yellow vibes lol you guys nailed the aesthetic

very cool + chaining together a long combo feels awesome

really tight controls, thought the changing colour palette between levels was a great touch

really dug the intro sequence! reminded me of the a bunch fun old stuff Nintendo did with their Gameboy camera + those mini Warioware cutscenes

lovely, very introspective

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cheers! -- Z

Like I said when I was playing at the jam, outstanding interpretation of the theme (it helps the execution is solid too)!

:D

Whoa, thanks for sharing! I really enjoyed reading that (I especially loved Play It By Trust's concept).

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Oh, I quite like that! *furiously jots it down*

I'll admit I was approaching it from a more arbitrary 'points = vale' angle. Looking at my notes again, I see why I was doing that (to simplify some of  the complexity in interactions). 

While I agree that a piece's value in context is wildy variable, I also think from a purely utilitatrian perspective (subtracting any other factors) that a bishop  or rook, for instance, are more 'useful' than a pawn--one of  the minor objectives, after all, is the push to upgrade one's pawn if possible.

Which I think speaks to Greg Karber's opinion above: The king's importance creates the central goal and drama of the game

You know, that's an interesting point. I was aware of this but hadnt given it much thought! Makes me wonder if swapping out the King for another piece (pawns  or rooks) would mix things up in a good way or not. Perhaps considering the game lost if all of those units are captured. 

Might make for an interesting puzzle scenario, hmm.

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I've been giving this exact idea some thought recently (mostly since the 7DRL jam, which alas, I couldn't do). I'm still picking away at the design--currently trying to satisfy myself with how I'd want to implement it, bleh.

I came up a few; mechanically speaking, if a game features these in some way, then it smells Chessy.*

  • There are two sides mired in conflict (black/white).
  • The pieces involved have characteristic movement and action
  • Pieces are valued differently.
  • Each unit on the board has coordinates to it (grid- or map-based)--whether it has a chequered pattern or not is just a slider that moves between more and less Chess-like. Pattern could be something else (changes the effect of certain rules).

*Footnote: Oh, I went there. I made that pun.


Edit: Oh, and might I recommend people look at Chess variants for inspiration? Please do. It's fascinating what's come before!

I'm going to echo one of the sentiments I came across: this is a splendid way to practice regular expressions. Really! I was a bit rusty and it got me up to speed fairly quick (if you're interested, that's definitely an avenue you can persue with this). 

The only really quick piece of feedback is regarding a tutorial:  it really does need one (nothing major, but quick and snappy one would suffice)