The vibes are there and there's potential for something really creepy. Music, art, and SFX work in your favour though I thought the scream meant something was wrong?
I'd like to see some thought put in to speed up the game play. Not waiting for the weight to change, scaling the weights to the weight needed to be guessed, etc
wjraggett
Creator of
Recent community posts
Criticisms first: It was a bit jittery on my admittedly old laptop and I found the controls a bit frustrating as I couldn't look/look away when I wanted, it made me go down a couple levels a few times.
That said, wow you set the mood! The shadows, the sunset, the view! Did you base that off of a real view? The music and the cinematics of it were great! I think there is room for more mechanics for a potential full version - maybe when eye line meets, awkwardness goes up but alchemy accelerates for half a second?
Great work!
Criticisms first: It was a bit jittery on my admittedly old laptop and I found the controls a bit frustrating as I couldn't look/look away when I wanted, it made me go down a couple levels a few times.
That said, wow you set the mood! The shadows, the sunset, the view! Did you base that off of a real view? The music and the cinematics of it were great! I think there is room for more mechanics for a potential full version - maybe when eye line meets, awkwardness goes up but alchemy accelerates for half a second?
Great work!
This is the error file I got...
Celeste Error Log
==========================================
Ver 1.4.0.0
02/08/2024 19:11:06
System.InvalidOperationException: Could not map Texture2D for reading! Error Code: The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application. (0x887A0006)
at Microsoft.Xna.Framework.FNALoggerEXT.FNA3DLogError(IntPtr msg)
at Microsoft.Xna.Framework.Graphics.FNA3D.FNA3D_GetTextureData2D(IntPtr device, IntPtr texture, Int32 x, Int32 y, Int32 w, Int32 h, Int32 level, IntPtr data, Int32 dataLength)
at Microsoft.Xna.Framework.Graphics.Texture2D.GetData[T](Int32 level, Nullable`1 rect, T[] data, Int32 startIndex, Int32 elementCount)
at Monocle.VirtualTexture.Reload() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 170
at Monocle.VirtualContent.CreateTexture(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 271
at Celeste.Language.FromExport(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Data\AssetData\Language.cs:line 94
at Celeste.Dialog.LoadLanguage(String filename) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 72
at Celeste.Dialog.Load() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 29
at Celeste.GameLoader.LoadThread() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Scenes\GameLoader.cs:line 92
at Celeste.RunThread.RunThreadWithLogging(Action method) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\RunThread.cs:line 45
This is the error file I got...
Celeste Error Log
==========================================
Ver 1.4.0.0
02/08/2024 19:11:06
System.InvalidOperationException: Could not map Texture2D for reading! Error Code: The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application. (0x887A0006)
at Microsoft.Xna.Framework.FNALoggerEXT.FNA3DLogError(IntPtr msg)
at Microsoft.Xna.Framework.Graphics.FNA3D.FNA3D_GetTextureData2D(IntPtr device, IntPtr texture, Int32 x, Int32 y, Int32 w, Int32 h, Int32 level, IntPtr data, Int32 dataLength)
at Microsoft.Xna.Framework.Graphics.Texture2D.GetData[T](Int32 level, Nullable`1 rect, T[] data, Int32 startIndex, Int32 elementCount)
at Monocle.VirtualTexture.Reload() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 170
at Monocle.VirtualContent.CreateTexture(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Monocle\Graphics\VirtualContent.cs:line 271
at Celeste.Language.FromExport(String path) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Data\AssetData\Language.cs:line 94
at Celeste.Dialog.LoadLanguage(String filename) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 72
at Celeste.Dialog.Load() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\Dialog.cs:line 29
at Celeste.GameLoader.LoadThread() in C:\Projects\C#\CelesteGit\Celeste\Celeste\Scenes\GameLoader.cs:line 92
at Celeste.RunThread.RunThreadWithLogging(Action method) in C:\Projects\C#\CelesteGit\Celeste\Celeste\Static\RunThread.cs:line 45
Thank you for playing! I've heard a lot recently that the jumps near the beginning are tight (especially in the flowers level). This was something I made easier! I'm glad you got past it regardless.
The blue phosphorus potions emit light and are what make platforms collidable when the light touches them. The black sulphur potions emit shadow and stops light from hitting the platforms - making them passable. I'm not certain what the predictability issue is that you're referring to? It sound's like you assumed that the light forms were collidable when they weren't in light - which is not the case. If light is matter, things in shadow cannot be touched.
Regardless, thank you for your kind feedback. I have ideas for a full game that I may put online in future.