I am a fool >_>
Zalinius
Creator of
Recent community posts
The strings were an interesting challenge, fortunately java awt has a FontMetrics class, which computes the sizes of single lines Strings, so from there it’s not too hard to figure out the rest.
I agree the gameplay is simplistic, and the game is more of a visual novel/interactive experience. I struggled to find a way to make the mechanics more puzzle-game like.
Sound I wanted to do but ran out of time (tragic, I know). I’ve found a real-time audio library that I’ve gotten to work in games in the past, and was aiming for some sort of adaptive synth music. Definitely going to try to make a version 1.1.0 with audio.
Thanks for the feedback, and I’m glad you appreciated the game!
An epic tale of romance and life-changing decisions, and in the end there will be a price to pay. I just hope I can get the speaker on sale. This game made my heart feel fucky-wucky, I wish I could have just stayed in the bed c:
(I really just want to meet Orange Crunch, also would it be considered rude to reheat something inside Mo?)
This game truly embodies the spirit of Bingo Jam, and having played through it 47 times now, I feel both humbled and awed. I believe this game to be a masterpiece years in the making, cleverly masquerading as a hastily thrown together one-day project, indeed one need look no further than the static energy bar and hand-crafted soundtrack to comprehend the genius.
That is one rude cat.
I don't feel as though any of the mechanics are extraneous, but they may need a bit more tying together overall.
I think the breakable glass and depressurization to outer space is an excellent element, as it forces you to be careful about which gun you use to shoot, and from which angle. It reinforces the careful planning element of a stealth game quite well.
A slight addition to aid the player in making informed choices would be being able to see what weapon an enemy is holding. It can be a bit rough to try to surprise someone from behind only to find out they were holding a shotgun.
Also, I found out you can be crushed by closing doors, a nice little detail :3
I generally agree with what v_agdg_feedback said.
Quite a neat game/set-of-mechanics overall, you have a strong base game. I think you should prioritize tightening the controls and providing more environmental cues to the player; stealth games rely on being able to make informed decisions quickly. Keep up the good work, it's looking awesome! :D