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Hempuli

490
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6
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10.7k
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A member registered Feb 08, 2015 · View creator page →

Creator of

Recent community posts

You need to cover every X with a box to "activate" the flag

Yes to both. Thanks for the feedback; it was hard to write the text in a way that'd parse easily. I'll try to adjust the wording to make it clearer; the "every bee along the axis" bit gives a wrong idea.

Thank you!

Control + B would skip a level but sometimes there was a bug where the game thought control was held down indefinitely, so I adjusted the combo

It should be control + B, but I think there's some kind of a bug with browsers & HTML5 applications where they assume control is held down in some cases. I'll update that.

That'd be wacky, haha

Control + E can be used to return, although on Firefox this also opens up some menu so it's super nonideal and I should change the key combo

The goalpost only activates once all the tile events have been used; in this case the wall event hasn't activated. I should add a level that showcases this more clearly.

Nice!

Great point! I'll need to fix some other stuff in this too, haha

Thank you very much for the kind comment! The card represents you having gotten a 2-win streak in that game. It's quite easy to achieve in several of the solitaires but I didn't dare make it tougher because in some of them bad luck can easily steal you of a streak.

I use a program called Clickteam Fusion 2.5 and its older versions. It's an old program not often used anymore and has a lot of little problems but I'm used to it.

No, but I use a plug-in that makes the taskbar look like Windows 7

I'm pretty sure this one wasn't prototyped on boards/pieces from existing games but rather using a crude handmade board & some random pieces I had bought from spielematerial.de or elsewhere. It came to existence around the same time as Kurote and I think I used the same components for both? Hard to be sure though, it's been over a year.

Checked the checkbox that it's for Windows, haha

Oh yeah, great point! The push happens only around the space the unit stops at, not on every space it moves through. I'll clarify the text.

What kind of an error do you get?

Thanks! At the moment it's mostly a matter of me getting back to working on the game; we have a bunch more plans for it :)

My plan has been to test Löve2D's Mac & Linux porting capabilities with this, yeah, but I haven't gotten to that yet

Hmm, thinking about it, I think you're right and this just hadn't come up in testing. My intuition would be that technically the movement of either traveller stops after just one move when they're right next to each other like that, so placing a neutral gate in such a circumstance shouldn't be allowed; I'll need to adjust the rules to include this case. Thank you!

It did seem during testing that crashing-related victories were the norm and actually getting to the goal was more of a "this'll happen eventually if you don't act" -type timer for gameplay; it's not quite what I had in mind with the design but it did still lead to fairly interesting gameplay during testing so I thought it'd be ok for the nature of the game to be more crashing-oriented. Was the simultaneous crash issue the main problem when you were playing, or do you feel that even with the above adjustment the game would end in a similar situation too easily?

Sorry, I somehow missed this.

Yeah, that's the case! The blue piece would favour the downwards move at the green space due to the direction it evaluates gates in.

Hmm, as the rules are currently there shouldn't be a situation where both the travelers move at the same time, since you place only one gate each turn and placing a gate that'd make a traveler move exactly 1 space isn't allowed. Could you describe what kind of a situation led you in a setup where both travelers were moving at the same time?

This is actually a bug; I've been meaning to get to properly debugging it but there's been a lot of stuff on my mind. I'll try to get the logic working as intended in a future patch; apologies for the issue.

Thank you! :D

Nice, glad to hear that! :)

This sounds like an issue where the game fails to read the level files. Make sure that the ZIP file is extracted to a folder without restrictions about file reading and that all the files in the ZIP make it into the destination folder (for testing purposes, extracting the files e.g. into a folder on the desktop should work)

Haha, thank you (and apologies?) Dream games can be fun, especially in hindsight if you write the details down because it all feels natural while dreaming and then later on the mystery dream logic becomes apparent. Had a dream about a La-Mulana-esque puzzle some days ago and after waking up I thought like "Oh, that was such a neat puzzle... but wait, now that I think about it, the logic doesn't make sense???"

102% should be correct, IIRC - I intentionally made the game count one coin as "surplus" that takes your completion percentage above 100.

Yeah, that's a good idea!

Thanks! I could scan the board, yeah; it's indeed hand-drawn. The yellow cells are just decorative, only the player starting cells and the "midway goal" green cell are meaningfully different from other cells.

The rules led to *very* stalemate-y games in a way I didn't realize, and I took it off Itch until I figure out a suitable rules adjustment. I'll put it back in once that happens :)

Oh right, good point! The idea is that you must place one gate per turn. I'll adjust the wording

Hmm, thanks! I think I'll need to investigate these reports you've done to get the game working more consistently

The collections on Itch can only fit up to 20 games, the rest require you to look at the collection itself to appear.

Congrats!

Oh yeah, I totally forgot to actually answer the question, whoops! As RedPipe implied, this was made using Clickteam Fusion 2.5 and its HTML5 export addon. It's a janky engine but more powerful than one would expect at first glance.

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Thank you :)

It has seemed fairly easy to me overall; the important thing to note is that you have only 4 of each letter, so once you notice that a letter is involved in the word, preserving the copies of that letter left becomes very crucial. Also since you can't reuse a letter that's known not to be in the word, it can be important to try to "throw away" letters likely not to be useful in cases where that allows you access to more useful letters/cards. It's quite messy.

Haha wow, that's not intended but I like that there's a trick like that :D

Yup, I'll need to adjust them if I want to make them logical