Nice, I did the workaround and solved it without any other bug. Guess I have to do the English version next :D
Thanks for sharing!
Nice to see that you are still rocking :)
This is a sweet little game however I got stuck at level 27/32 using the German language because there is an overlap between the words 'Big' and 'Vorbeiging'
Here is an Screenshot and I marked in red what I think would be the correct path for 'Vorbeiging' but since it shares some letters I wont let me finish it.
Perhaps I am missing something obvious?
As a side note: There is a small cheat in the German version. There are some search terms that contain Umlaut characters and thoose are easy to find because the random characters are never an Umlaut ;)
And some of the search terms are not realy German btw. things like Big, Crew, Vorbeiging and some others. I am happy to help with the translation if you like.
Cool stuff and I hope you get your mojo back because only Amiga makes it possible!
Nice genre fusion.
Nice UI and overall look and feel. It is probably mostly AI generated but it has a certain level of coherence so it does not fall into the uncanny valley. The upgrade/craft system has a nice touch and is a good base for even longer play times. The space shooting is solid. The crawling part feels (compared to everything else) a bit hushed together.
But where is the chicken? :P
Jokes aside, solid entry and I am glad that I am not the only one with an buggy entry.
Hey thanks for recording and the feedback!
After watching the recording I noticed two things.
First of all there are spinners to make things more difficult. If you look at the chat you will see a *?* in the color of LeChick. Looks like you ran into the same spinner multiple times :-)
At around the 4:30 mark you get destroyed by the OP crazy hens and starting from there you are stuck in the broken gamestate reset mentioned in the known bugs. Which means you will start over at lvl 1 and lose every fight to start over at lvl 1... Nasty bug, game state does not reset entirely. Sorry about that.
Thanks a lot!
As soon as I read "Mastermind" kind of mini game I wanted to play this!
Played Mastermind a lot when I was a kid and still have the game. Sadly my family does not like the game all that much. I wonder why...
Anyway great use of the Synty Pack! Great overall vibe, combat is a bit of a lack luster but it is fine for a jam game.
I read that you are not all that proud of this entry but despite it's flaws I enjoyed it very much!
Are you going to update it post jam? You could add some more Mastermind lock picking on some of the treasure caches, would love that.
Certainly exceeds my expectations for a 9 day jam game.
Sweet!
I loved the snappy movement and the overall look.
As soon as I saw the wall texture: I was like: Woah! This looks so familiar! I drew a similar texture decades ago (also for a crawler) here you go: same vibe https://github.com/LutzGrosshennig/amiga-xeno-dungeon-crawler
It is a pitty that it is so short, would not mind playing more of it after the jam!
Wow thank you for playing and recording this very throughout run. Highly appreciated!
Resting the party, especialy at higher levels, got get tiresome really quickly as it was doing a flat amount of recovering and therefor it would take longer to fully recover. I am gonna change it so it scales with the level. I had to cut some corners to make it fit into 64KB though. The current build is down to 62KB so I have some headroom to add new functionality and I am planning on using this for a post-jam update.
Thank you for your time and valuable feedback!
As a non native speaker I am not sure if its a good idea to let the player type out the spells. It could create a language barrier for a lot of potential players. Could be that I am wrong on this.
After some polish this could turn into quiet an interesting game. Looking forward to an updated version.
Actually the walls with the two dots are illusionary walls that you can walk through. Maybe there are secrets behind them, or shortcuts.
Did not want to make them to obvious and not to hard to find them either, so I made them two separate dots in case the mouse pointer would cover one of them accidentally.
Thank you for playing and the kind feedback.
Thanks for taking the time to explore the dungeon. Hope you got some fun out of it despite the crazy hen's.
I was considering placeing the different hen type in differend zone but then went with scale by level approach but I think I could combine both. So the type is tied to the quadrant and the quantity scales with level.
Does that sound reasonable?
As for the idle/grind playstyle. There are some equipable weapons and additional potions in the game but they are not obtainable in the jam version. They will be in the post-jam version.
Thanks for the kind feedback!
Okay I have to admit it: I am really bad at rhythm games. Had to play in god mode to even see more then just the starting zone.
However the rhythm system in this game is really well implemented and I liked the variations for different Fox types.
Certainly exceeds my expectations for a crawler made in 9 days.
Well done!
I had to chuckle quite a lot. Not too keen on bosses, are you?
Apparently I am bad at spotting anomalies or got caught by the boss or it must have been ground hog day, I was somehow stuck on Monday.
The mini game is fun and I loved the overall office look and feel. Movement is good and I like the art style.
Solid entry, are you going to expand on it?
If you think about it, what makes today games big? 99.9999% of the games are textures and video and audio. If you cut all that out it is a lot easier to get down to the 100KB mark and if you have ever done anything on this type of machines or in the embedded controller field you have some more tricks up your sleeve ;-)
Thanks for playing and the kind feedback!
I was looking forward to this and you delivered.
The idea and implementation and art style are great!
Spend over an hour on this one and do not regret a single minute. Got away with 7500 Pound. While I found the secret entry to the mansion and got 5k there but then I failed to get around the captain and failed to lure the devils(?) away (1250 each) in the mirror section.
Certainly exceeds my expectations for a crawler made in 9 days!
Well done!
Any chance that you are you expanding on this one?
I really liked the fast and responsive movement. That is the way it should be. Otherwise its a nice touch on the cracked walls. The Boss got me the first time, because I did not realize I should buy the upgrades and 3 bombs did not do much :D
Got him the 2nd time as his behavior is somewhat predictable. Had a lot of fun none the less.
Thanks for sharing!
This has potential. The combat probably needs some more explaining. Maybe add some cards at start as I did not picked up the cards in the starting zone but went right into exploring and got busted early on because I did not have anything and did not know how the combat worked too.
After I corrected my mistakes it was a lot easier. Like others I also think that the minimap is a bit to intrusive and I ended up playing by the minimap which is a bit of a shame as I like the graphics. I think the tile size you are using is a bit small and maybe this is causing the clipping issues.
I am not sure if I get the theme implementation.
Are you going to update it post jam?
Hey Captain Coder!
Thank you for your kind words and taking the time to play the game and recording it. Highly appriciated!
And your are right, buffing the crazy hens without verifying the effect is my biggest regret this time.
The quad on the ground is drawn every 2nd tile just as an visual feedback that your are actually moving, this helps in the long corridors to get a sense of the movement.
You where also right that the HP of LeChick reflects the current feathers count. Maybe he got a hit despite his high luck value. Resting should bring him up to the correct health. Basically each feather increases his HP by one but also decreases his luck by the same amount, until he reaches 100 HP and turns on you. You are nurishing him until he thinks he is strong enough to finish you off!
I do have a bug fixed version already, it just waits until the upload restriction is lifted.
Thank you for your feedback!
I really enjoyed it. Loved the funny dialogs and the overall level design. The half hight blocks combined with some props generate a interesting open world experience. A part from your last years entry it seems kind of unique to me. Or maybe it is the combination of the geometry along with the texturing. I am not sure but I like it a lot.
The "nothing here" secret was also one of the moments I laughed out loud. Brillant and very inline with the Mounty Phyton vibe. While I was playing I often thought "would'nt it be cool to be able to jump onto the half height tiles?" Maybe an idea for next year?
I read that you are not happy with the movement, I did not have much issue with it. I think it is okay. But if you are interested I went past queuing and now prefer to use a camera follow model. So the player movement is instant and the camera follows the player. This allows the player to move as fast he likes (and you allow) without being forced to wait for the transitions. Think of it more like a way point system rather than an input queue system. This of course solves some problems but generates others. Namely clipping. You have to make the camera follow system level aware so it can and must adapt to the content of the tile it is going to pass. It is not always a perfect system and it is more or less in a experimental state. Just mentioning it to hopefully spark some ideas.
Cheers!
Thank you very much, this means a lot to me.
I grew up with the Amiga so it was more of a rembering how stuff works then to learn it from scratch. The Amiga will always have a special place in my heart :)
Unfortunatly it is not as polished as I would like it to be. There is the game state reset bug, the crazy hens are too OP, I messed up and used an older version of the map that only has 5 secrets and not 10! And Cryptrat also found an exploit for the potions.
I should know better then to do last minute/hour changes...
Thanks for your kind feedback!
I am truly amazed. I did not thought anyone would be able to map it out given the current state of the crazy hens. I just checked it and the map is accurate and that highlights another issue. It's is an older version of the map that indeed only contains 5 secrets, 1 teleport and 2 spinners *cry*
It looks like I broke more on the last couple of hours then I repaired. The potion exploit is also a good catch!
My biggest regret so far is buffing the crazy hens to much so nobody gets to see when LeChick drops the veil.
So my todo list looks like this:
First two points are already done but of curse not published yet.
I am very very grateful for your valuable feedback and your endurance!
Thanks a ton!
Lutz
That was a fun one. RPG in a Box looks like an interesting tool, will take a look at it myself.
The game itself is great. The story, the setting and even attention to detail like the toilet flush is what makes a game stand out. Incredible work!
Unfortunately I got a bug at wire pull scenario. I have read what you wrote about it and pulled the blue one first then the middle one but could not cut the red one anymore. It would not do anything.
Somehow I am glad that I am not the only one with bugs :)
Certainly exceeds my expectations for a crawler made in 9 days!
Well done. Looking forward to a fixed version.
Hey Jan!
Thanks for all the play testing you have done! All the wireframe glory of the 80s is the street I grew up on. I can't recall how many hours I spent playing "Elite" on the C64 at like 5 FPS or so :D
So it triggers a certain area of my brain.
Unfortunately I do not own an Amiga anymore. I had to sell mine when I went to university in the 90s and the use of Microsoft Office became a mandatory thing. I had to buy an PC instead because I could not afford to keep the Amiga *cry*.
Buying an Amiga again was always in my mind for decades at least until I became a parent. And today it is kind of hard to buy an real Amiga at a price that is not completely ridiculous.
I was hoping someone who owns a real Amiga would give it a go and provide some feedback. Amiga emulators are great these days but they are not the real deal after all.
Thanks for your kind words!
Cheers!
That was a lot of fun!
Interesting graphical style combined with an very interesting free aim mouse combat.
Shooting through open doors does not (always?) seem to work though and the movement could be better but that does not stopped me from having a ton of fun.
Definitely exceeds my expectation for a 9 day jam game.
Well done!