GMC Jam Discussion The Thoughtful GMC Jam 42

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Alice

Darts addict
Forum Staff
Moderator
@Mightyjor Thanks for the review. Might see the playthrough some other time, as I'm a little apprehensive. ^^'
3 Art: All the different characters are cool, though they all look a bit like placeholder art.
It is placeholder art. The UI itself is a placeholder - I just quickly cobbled together anything that would allow interactions with people and between items.
(annoyingly, I've lost pretty much entire day trying to figure out the various plot points and how they're linked together; before the Jam I didn't even know I'd be doing a murder mystery, that was curato's idea...)
 

Mightyjor

Member
@Mightyjor
It is placeholder art. The UI itself is a placeholder - I just quickly cobbled together anything that would allow interactions with people and between items.
(annoyingly, I've lost pretty much entire day trying to figure out the various plot points and how they're linked together; before the Jam I didn't even know I'd be doing a murder mystery, that was curato's idea...)
Ah that totally makes sense. Figured you ran out of time since what you made looked VERY ambitious. Unfortunately I just got kind of lost on the playthrough. If you have some kind of hint sheet I would love to pick it back up!
 

Alice

Darts addict
Forum Staff
Moderator
So, first of all, be prepared that lots of the clues are very much missing and lead nowhere. With that said, here's list of how to get sensible dialogue options:
1. You can examine or talk to Charon if you wish. Use Item: Eumenis Badge on Charon to advance.
2. Go to Tadeusz' car (the one next to the engine car) and read through the general dialogue.
3. Examine all the elements there, to find Clue: Dark Liquid, Clue: Cut Tail and Mystery: Stab Wound.
4. Go to Charon and use Clue: Dark Liquid to find out about Clue: Dark poisoning.
5. Go to the Jormungandr's car (the fourth from the left). Examine Jormungandr to get Mystery: Jormungandr's Sickness and Quest: Jormungandr's Cure.
6. Combine Clue: Stygian Poisoning with Mystery: Jormungandr's Sickness to form Hypothesis: Jormungandr's Stygian Poisoning.
7. Go to Paracelsus' car (the leftmost one). You can examine or talk to him, but without much effect. Ask him about Clue: Stygian Poisoning or Quest: Jormungandr's Cure to find out that there is no known specific cure for that, and that a miraculous cure-all substance will be needed instead.
8. Here comes the hard part. Tip: Read all your items at hand carefully, maybe there's a hint to the miraculous cure-all there? Solution: Combine Quest: Cure with Profile: Medusa. Medusa is reluctantly willing to donate her healing blood, but only when you give her 5 or more chocolate eggs.
9. Click on the chocolate eggs around the screen to collect them; there are 6 eggs total, but only 5 are required. There's one egg in each car, including the engine car.
9. Another hard part, mostly because of an oversight: Ask Medusa about Quest: Cure to see the current progress on the eggs collecting. If you have enough eggs, she'll suggest going to Paracelsus.
10. Ask Paracelsus about Quest: Medusa's Blood so that the blood will be extracted. You'll receive the Medusa Blood item. If you like, you can ask Paracelsus about the Medusa blood afterwards, both before and after curing Jormungandr, to get extra little bits of dialogue (they're really little, though).
11. Use Item: Medusa's Blood on Jormungandr to cure him.
12. Talk to Charon to end the game!
Hope this helps.
 

Mightyjor

Member
@GameDevDan Hey do you have the rules for your game written down anywhere? Or is there a place to find them in game? The scoring seems way different than I keep expecting it to be and I'm wondering what I'm missing...
 

Alice

Darts addict
Forum Staff
Moderator
@GameDevDan Hey do you have the rules for your game written down anywhere? Or is there a place to find them in game? The scoring seems way different than I keep expecting it to be and I'm wondering what I'm missing...
I've found the scoring clear enough.
- whoever fills a row/column/country gets one point (the "1" number appearing)
- whoever has most tokens in a row/column/country once completed, gets 2 points for row/column, 4 points for regular country and 7 points for a fortress (the "2"/"4"/"7" numbers appearing)
- if number of tokens in the given row/column/country is the same, neither side gets the owning (2/4/7) bonus
One mistake I made early on was assuming that "owning" a row/column/country means filling it with only my tokens, but quickly found out it's not the case.

So for example if you complete a row with 3 blues and 3 reds, and a country with 1 blue and 3 reds, then:
- you get 1 point for completing a row and another 1 point for completing a country
- no one gets a point for a row (because there's a tie there)
- the opponent gets 4 points for having more tokens in a country

Hope it clarifies things?
 

GameDevDan

Former Jam Host
Moderator
GMC Elder
@Mightyjor Sorry, once you've seen the tutorial there isn't anywhere it's written down - I should have included it in a readme I guess! But @Alice is spot on, although I will repeat it here just so it comes with 100% confirmation from myself:
  • You get +1 point for finishing a row, column or kingdom.
  • You get +2 points if you have the most tokens in a row or column (for example 4 blues vs. 2 reds).
  • You get +4 points if you have the most tokens in a kingdom on a field, and +7 points for the most tokens in a kingdom on a castle (top-left and bottom-right).
  • Nobody gets "bonus" points if the number of tokens in a row, column or kingdom is equal. The player who finished it just gets 1 point.
The little pop-ups that show points are separate for each of these so you know what you're getting the points for. For example, if you finish AND "own" a row you will see +1 and +2 pop-up in your color, not a single +3.

I am aware that sometimes when you finish multiple things at once these scores overlap, so sometimes it can look like you got +11 or whatever - that's something I'd need to resolve in any future version... but rest assured that's not what's actually happening to the final score :p
 

Evanski

Raccoon Lord
Forum Staff
Moderator
For people who play Prometheus Rising, Could you please tell me how you felt about the first level?
Did it teach its mechanics well in a way you understood?
Do you feel like it was laid out in a good way?
What are some improvements you think would have made it better?
 

Mr Magnus

Viking King
despite this arguably taking more effort?
It was, but for all the wrong reasons. I spend about six hours on Babel on Sunday afternoon, but I wasn't tired and I had a fairly relaxed development given that it wasn't a very hard game to execute.

I finished Babel around nine or ten and turned it in. Then almost right away I got the idea for Sleepy Gods and for whatever reason decided that instead of doing the sensible thing and just filing it in my "Ideas I can use in future jams" document I convinced myself that starting a new game at 22:00 on Sunday wasn't a horrible idea. Sleepy Gods was made in roughly seven hours, but I was by the end struggling to keep my eyes open. Mechanically SG is very simple, but most of the time simply went in to trying to make half-way-decent puzzles with a sleep deprived brain.
 

Mightyjor

Member
For people who play Prometheus Rising, Could you please tell me how you felt about the first level?
Did it teach its mechanics well in a way you understood?
Do you feel like it was laid out in a good way?
What are some improvements you think would have made it better?
I think the nature of it being a doom clone made everything pretty obvious, for me at least. The only thing I didn’t really understand were the secrets. Maybe there’s a way to teach that to the player. I know in the early days people found that stuff by word of mouth and you didnt necessarily need to do anything, but wanted to contribute :)
 
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Evanski

Raccoon Lord
Forum Staff
Moderator
I think the nature of it being a doom clone made everything pretty obvious, for me at least. The only thing I didn’t really understand were the secrets. Maybe there’s a way to teach that to the player. I know in the early days people found that stuff by word of mouth and you didnt necessarily need to do anything, but wanted to contribute :)
The idea was, when you went to get the key, you'd notice that a wall looked different, so you'd check it out and that taught you secrets
I guess the texture wasn't that different so it kind of blends in too well
 

Alice

Darts addict
Forum Staff
Moderator
@ghandpivot Somehow your game glitched and I got multiple devils at once:
It made for easier targeting with the most score-giving weapon in the game and the platforms protected against the fireballs, so I reached the final result of 4050, but I didn't submit it because it was a glitched run.
 

Ninety

Member
So, a couple quick things about my entry Gilgamesh!

  • I'm aware of the flying glitch, but with time running out and not sure what would be the best way to resolve it, I left it in. I didn't realise so many people would discover it, whoops...
  • I wanted this to be a lot longer, and follow the story of the Epic of Gilgamesh more closely. I was thinking about making the map a little bit more open, and I wanted to have 3 boss fights: Enkidu, the wild man who later becomes Gilgamesh's friend; Humbaba, the beast-like guardian of the forest; and Ishtar, the goddess whose offer of marriage Gilgamesh turns down.
  • I then remembered 1) I didn't have very much time, 2) I was feeling pretty sick over the weekend so spent a lot of my available time sleeping, 3) I'm dumb, and decided just to submit something very small in scope. Hopefully it can be an easy 2-3 minute interlude between the big entries.
 

kburkhart84

Firehammer Games
So I played Ravana by TheM. Did anybody else beat this one? I got the what I think is the final boss(Ravana) and I thought it was dead but it had a small amount of health left(maybe 5% of the circle), and despite hitting it with sword, and arrows, and even a bomb I had left, it wouldn't die. It kept blinking though.
 

ghandpivot

Member
@ghandpivot Somehow your game glitched and I got multiple devils at once:
It made for easier targeting with the most score-giving weapon in the game and the platforms protected against the fireballs, so I reached the final result of 4050, but I didn't submit it because it was a glitched run.
I love how derp the devil on the side looks shooting his laser down to nothing as it's based on the middle devil's position 😄
How was your framerate? The game and all attacks are synced to music but if you have any lag that is thrown off entirely and the experience suffers greatly. It could probably also be the only thing I can think of from the top of my head able of causing this.
 

Alice

Darts addict
Forum Staff
Moderator
How was your framerate? The game and all attacks are synced to music but if you have any lag that is thrown off entirely and the experience suffers greatly. It could probably also be the only thing I can think of from the top of my head able of causing this.
I didn't experience any noticeable lag when playing your game in general, but maybe there was some right in that specific moment? I dunno.
 

ghandpivot

Member
I didn't experience any noticeable lag when playing your game in general, but maybe there was some right in that specific moment? I dunno.
Weird, could be something else then. The devil and his platforms are destroyed by an alarm set in the start of the game so while I'm intrigued how he managed to survive that, it's annoying that it could affect the leaderboards.
 

ghandpivot

Member
I've played and video reviewed half or so of the games, my video is in the voting topic.

For my game THE THIRD DAY:
Do not jump off the arena. That was suppose to restart the game but apparently doing so crashes the connectivity to the server meaning that if you IGNORE the error, you will not be able to publish any score to the leaderboards until you reboot the game. It seems like that's what happens for @EvanSki, as his score is nowhere to be found on my end..

Oh, and yes, the game is entirely a score attack, it's all about maximizing damage and minimizing hits taken to climb the leaderboards.
 

GameDevDan

Former Jam Host
Moderator
GMC Elder
Just watched @EvanSki's stream of my game (Rolldyce Kingdoms) - Sorry I missed it live! Thank you so much for streaming and all your comments :) I will try to answer many of the things you said / others said in your stream chat here:

1. Thanks for linking to the discord & Thanks for the games shout-out

2. Daddy O' is @dadio... Markus is @Nocturne, I love how that confused you initially and then you just rolled with it.

3. "OK so I'm basically playing connect 4?" - Yes.

4.
> @EvanSki: *complains about getting so many 7s*
> @Alice: Well, 7 *is* statistically the most likely result of two dice roll.
Me: And this is why the top-left and bottom-right square are worth more points. Because those are the least likely dice rolls. :)

5. @devKathy asked how the AI is done, @EvanSki thought it seemed kinda random, @Alice and @Nocturne explained it is different for each character... but here I shall explain it in detail in the spoiler!
The game creates an array of all 36 squares and stores an "interest" value for how "interested" the AI is in each square. Any invalid move is set to -1, all valid* moves start at 0 and have points added based on the AI's behaviour. Once the "interest" value of all squares has been calculated, the AI picks the highest one and goes in that space. Here's how each character works:

Daddy O' Luck
  • All valid squares are set to a random number between 0 and 36 using irandom(36);
  • So Dadio is almost completely random is his approach to playing.
Lady James
  • Any valid square in a row or column which already contains 5 tokens has its interest value set to 6.
  • All other valid squares remain at a value of 0.
  • So Lady James will always try to complete a row or column first, and will fill in the top-most and left-most valid square thereafter.
Markus the Magic
  • Any valid square in a kingdom which already contains 3 tokens has its interest value set to 9.
  • All other valid squares remain at a value of 0.
  • So Markus will always try to complete a city first, and will fill in the top-most and left-most valid square thereafter.
Sir Dan of GameDev
  • Any valid square in a kingdom which already contains 3 tokens has its interest value set to 9.
  • Any valid square in a row or column which already contains 5 tokens has its interest value increased by 6.
  • These effects stack, so if completing a city would complete a row as well it has an interest value of 15. If it completes a row and a column it has an interest value of 21.
  • All other valid squares remain at a value of 0.
  • So Dan will always try to finish cities, rows and columns, preferring combinations of them. (and will fill in the top-most and left-most valid square thereafter.)
Empress Papantzin
  • Any valid square in a kingdom which already contains 3 tokens has its interest value set to 9.
  • Any valid square in a row or column which already contains 5 tokens has its interest value increased by 6.
  • Any other valid square will have its value increased by the number of tokens already in the same row and column as itself.
  • These effects stack as they do with Sir Dan.
  • So Papantzin will always try to finish cities, rows and columns, preferring combinations of them. When she cannot finish something, she will try to bulk up the most full row/column so she has something to finish next time!
Everwyn the Dragon
  • His AI is exactly the same as Papantzin's. No new calculations are added for smoke tiles, he will treat them like normal tiles (which makes him quite easy to beat if you get your strategy right).
*valid move = a square with no tokens in which matches the AI's dice roll.

6. @Mr Magnus & others suggested adding multiplayer - possibly online multiplayer - to the game. This is something I would really like to actually do. I've wanted to try my hand at online multiplayer for a while and this type of game would be a perfect test case because there isn't any hectic position tracking or risk of lag ruining the game, I can literally just keep both players advised of the game state at all times. Watch this space... maybe? Who knows.

7. I love @EvanSki's vocalisation of the hiccup Sir Dan is doing in his introduction.

8. @Alice is an absolute treasure for knowing so much about the history of the GMC Jam and explaining who Papantzin is to the stream.

9. As said in the AI section above, the Dragon actually does not even bother to think about Smoke tiles. So as @EvanSki rapidly found out, you can beat him quite easily if you force him to pick up the most Smoke Tiles. This is also why you start with way more chips, because it's possible to play more than the 18 you are given in the base game.

10. @devKathy said they hadn't realised all the characters were people from the GMC, and @EvanSki was a little bit salty not to be included... but here's the thing: They're not strictly just GMC members, although they obviously are. @dadio, @Nocturne, @NAL and I have all lived together in the same house, we all keep in touch on a regular basis. All four of us have featured as opponents in my previous GMC Jam board/dice games. Boo! Dice (GMC Jam 35) and Coco Cards Casino (GMC Jam 38), and in Allison's GMC Jam 32 entry Britskrieg. So it's a bit of a running gag, although you have to have been involved in a lot of GMC Jams and have a very good memory to notice it.
 
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Evanski

Raccoon Lord
Forum Staff
Moderator
Just watched @EvanSki's stream of my game (Rolldyce Kingdoms) - Sorry I missed it live! Thank you so much for streaming and all your comments :) I will try to answer many of the things you said / others said in your stream chat here:

1. Thanks for linking to the discord & Thanks for the games shout-out

2. Daddy O' is @dadio... Markus is @Nocturne, I love how that confused you initially and then you just rolled with it.

3. "OK so I'm basically playing connect 4?" - Yes.

4.
> @EvanSki: *complains about getting so many 7s*
> @Alice: Well, 7 *is* statistically the most likely result of two dice roll.
Me: And this is why the top-left and bottom-right square are worth more points. Because those are the least likely dice rolls. :)

5. @devKathy asked how the AI is done, @EvanSki thought it seemed kinda random, @Alice and @Nocturne explained it is different for each character... but here I shall explain it in detail in the spoiler!
The game creates an array of all 36 squares and stores an "interest" value for how "interested" the AI is in each square. Any invalid move is set to -1, all valid* moves start at 0 and have points added based on the AI's behaviour. Once the "interest" value of all squares has been calculated, the AI picks the highest one and goes in that space. Here's how each character works:

Daddy O' Luck
  • All valid squares are set to a random number between 0 and 36 using irandom(36);
  • So Dadio is almost completely random is his approach to playing.
Lady James
  • Any valid square in a row or column which already contains 5 tokens has its interest value set to 6.
  • All other valid squares remain at a value of 0.
  • So Lady James will always try to complete a row or column first, and will fill in the top-most and left-most valid square thereafter.
Markus the Magic
  • Any valid square in a kingdom which already contains 3 tokens has its interest value set to 9.
  • All other valid squares remain at a value of 0.
  • So Markus will always try to complete a city first, and will fill in the top-most and left-most valid square thereafter.
Sir Dan of GameDev
  • Any valid square in a kingdom which already contains 3 tokens has its interest value set to 9.
  • Any valid square in a row or column which already contains 5 tokens has its interest value increased by 6.
  • These effects stack, so if completing a city would complete a row as well it has an interest value of 15. If it completes a row and a column it has an interest value of 21.
  • All other valid squares remain at a value of 0.
  • So Dan will always try to finish cities, rows and columns, preferring combinations of them. (and will fill in the top-most and left-most valid square thereafter.)
Empress Papantzin
  • Any valid square in a kingdom which already contains 3 tokens has its interest value set to 9.
  • Any valid square in a row or column which already contains 5 tokens has its interest value increased by 6.
  • Any other valid square will have its value increased by the number of tokens already in the same row and column as itself.
  • These effects stack as they do with Sir Dan.
  • So Papantzin will always try to finish cities, rows and columns, preferring combinations of them. When she cannot finish something, she will try to bulk up the most full row/column so she has something to finish next time!
Everwyn the Dragon
  • His AI is exactly the same as Papantzin's. No new calculations are added for smoke tiles, he will treat them like normal tiles (which makes him quite easy to beat if you get your strategy right).
*valid move = a square with no tokens in which matches the AI's dice roll.

6. @Mr Magnus & others suggested adding multiplayer - possibly online multiplayer - to the game. This is something I would really like to actually do. I've wanted to try my hand at online multiplayer for a while and this type of game would be a perfect test case because there isn't any hectic position tracking or risk of lag ruining the game, I can literally just keep both players advised of the game state at all times. Watch this space... maybe? Who knows.

7. I love @EvanSki's vocalisation of the hiccup Sir Dan is doing in his introduction.

8. @Alice is an absolute treasure for knowing so much about the history of the GMC Jam and explaining who Papantzin is to the stream.

9. As said in the AI section above, the Dragon actually does not even bother to think about Smoke tiles. So as @EvanSki rapidly found out, you can beat him quite easily if you force him to pick up the most Smoke Tiles. This is also why you start with way more chips, because it's possible to play more than the 18 you are given in the base game.

10. @devKathy said they hadn't realised all the characters were people from the GMC, and @EvanSki was a little bit salty not to be included... but here's the thing: They're not strictly just GMC members, although they obviously are. @dadio, @Nocturne, @NAL and I have all lived together in the same house, we all keep in touch on a regular basis. All four of us have featured as opponents in my previous GMC Jam board/dice games. Boo! Dice (GMC Jam 35) and Coco Cards Casino (GMC Jam 38), and in Allison's GMC Jam 32 entry Britskrieg. So it's a bit of a running gag, although you have to have been involved in a lot of GMC Jams and have a very good memory to notice it.
lmao, its all good Dan
I enjoyed the game alot
me not being included is just a joke and I take no offense nor want you to think its a big deal, Really cool that you all lived together! Cant wait to see more games for you and Allison
 

Mightyjor

Member
@Mightyjor Sorry, once you've seen the tutorial there isn't anywhere it's written down - I should have included it in a readme I guess! But @Alice is spot on, although I will repeat it here just so it comes with 100% confirmation from myself:
  • You get +1 point for finishing a row, column or kingdom.
  • You get +2 points if you have the most tokens in a row or column (for example 4 blues vs. 2 reds).
  • You get +4 points if you have the most tokens in a kingdom on a field, and +7 points for the most tokens in a kingdom on a castle (top-left and bottom-right).
  • Nobody gets "bonus" points if the number of tokens in a row, column or kingdom is equal. The player who finished it just gets 1 point.
The little pop-ups that show points are separate for each of these so you know what you're getting the points for. For example, if you finish AND "own" a row you will see +1 and +2 pop-up in your color, not a single +3.

I am aware that sometimes when you finish multiple things at once these scores overlap, so sometimes it can look like you got +11 or whatever - that's something I'd need to resolve in any future version... but rest assured that's not what's actually happening to the final score :p
One last question, sorry! How does the game decide where to place a dice if it’s already a full spot? Couldn’t figure that one out either
 

Mightyjor

Member
You mean, if you roll a number whose all instances are occupied (e.g. you rolled 5 and all four 5-fields are taken)?
In such case, you can place your token anywhere you like.
Yes that’s what I meant. I’ll have to double check that, for some reason in my head I don’t remember it working that way. Could just be misremembering
 

Mr Magnus

Viking King
Just for ask something, did I really need to write all the games and their ranks (and to see if someone answer me) ?

No. The minimum requirement is simply to vote for your top three games and a review. While we encourage people to rank as many games as they are comfortable with (as it helps give a more accurate final result) it is not mandatory.
 

Alice

Darts addict
Forum Staff
Moderator
Fair enough.

I'm curious if anyone who played my game has played the Rusty Lake games. I was going for a similar kind of wackiness. :D
I did play Rusty Lake games, and the homage aspect really shone through various elements of puzzle progression. Like that bear, and especially that fish that was gradually turned into skeleton.[/spoiler]
 

Pixel-Team

Master of Pixel-Fu
The Post Jam Version of The Insufferable Pan has been released! Changes in this release include:

  • Pan's Death sprite animation added.
  • Analog gamepad support
  • Arrow Key Support (This is for you, Dan!)
  • Crumbling Floor blocks added.
  • Rats now respawn if killed.
  • Rats now are charmed with 5 notes in succession, rather than on a 5 second timer.
  • Can now restart levels with R key or SELECT
  • New and improved character dialog
  • 2 new levels added.
  • Difficulty adjusted on certain levels.
  • Various bugfixes.
DOWNLOAD LINK

Special Thanks to @Mightyjor @GameDevDan and @EvanSki for their suggestions for improvements. Have a great weekend everyone! I can finally play the other games now!

P.S. This game is without a doubt my personal best, and I'm seriously considering going commercial. I'm developing new mechanics like hiding in shadows, snakes that come after the Rats, and adding other creatures and hazards and mechanics! This was hands down my favorite jam theme!!
 
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Mightyjor

Member
Just posted my votes!
I've replayed most of them and made a few modifications to represent how I feel about them. You'll see any updated thoughts from subsequent playthroughs anytime I've written **UPDATE**. (I didn't lower any scores, just raised a few that I thought deserved slightly higher and I made a note when I did. Not that the scores really matter all that much anyway since the games hadn't been ranked yet, but I didn't want someone calling me out on inconsistencies for my scoring, though I'm sure there are many.

Great job to everyone that participated! There really were a bunch of amazing games here. It was a great theme that inspired a lot of creativity. Thanks again to @EvanSki for being a gracious host and @Alice for your great theme! Hope everyone has fun with the games!

 

HayManMarc

Member
Well, it looks like my game's a bust. Oh well, it was fun making it. I knew it had problems, so I'm not really that surprised, tbh.

I hope to get some time soon to play and rate everyone else's games! Thanks for the comments, everyone!
 

Mr Magnus

Viking King
Sleepy Gods
Watched the stream where you tried it out. I think your issue was that you didn't connect that the recycling looking blocks turn the Gods clockwise or counter clockwise 90°. The arrows are depicting a circle, showing which way they rotate. A God hitting a Clockwise tile going right will go down. Hitting it going down leaves it going left, up, right, down, left, up, right, down. A clockwise motion. The counter clockwise motion is then the other way: hit it going right to go up, then left, down, right, up, left, down.

However given it's literally a stock image of a trashcan I don't blame you for thinking it unclear. :p
 

Evanski

Raccoon Lord
Forum Staff
Moderator
Fair enough.

I'm curious if anyone who played my game has played the Rusty Lake games. I was going for a similar kind of wackiness. :D
Oh lmao, forgot to change it to a detailed comment, its uh, confusing to say the least, maybe some hints to what to do, but very shocking with the bear, and i like the art style, reminds me of the flash escape the room games
 

Micah_DS

Member
@Mr Magnus Is it possible for you to upload a version of Sleepy Gods without the music?

I ran into an unfortunate situation because of an ear sensitivity issue I have. Due to my issue, the music's high frequency ambient drone sounds were causing me physical pain, even at extremely low volume levels, so I had to mute the game entirely, but I'd like to hear the voice. In fact, I'm wondering if I'm missing some key info by not hearing it. I didn't get all that far. I got to a level where you have to get two gods to bed and I was stumped.
 

Mr Magnus

Viking King
@Mr Magnus Is it possible for you to upload a version of Sleepy Gods without the music?

I ran into an unfortunate situation because of an ear sensitivity issue I have. Due to my issue, the music's high frequency ambient drone sounds were causing me physical pain, even at extremely low volume levels, so I had to mute the game entirely, but I'd like to hear the voice. In fact, I'm wondering if I'm missing some key info by not hearing it. I didn't get all that far. I got to a level where you have to get two gods to bed and I was stumped.
No problem. Here you go.

You probably aren't missing too much: that voice over isn't even correct. It stats that the Gods can not collide, but that's just false because I didn't implement that feature.

The rules concerning multiple gods are:

  • All Gods must reach their beds at the same time
  • The Gods can use any Bed
  • The Gods must together light up all tiles (as with a single Gods), but if a God steps on a lit up tile that was lit up by a different God they'll just turn it off again. If many Gods step on the same tile at the same time they will each toggle it in turn, so two gods on the same tile just leave it as it was.
 

Mightyjor

Member
No problem. Here you go.

You probably aren't missing too much: that voice over isn't even correct. It stats that the Gods can not collide, but that's just false because I didn't implement that feature.

The rules concerning multiple gods are:

  • All Gods must reach their beds at the same time
  • The Gods can use any Bed
  • The Gods must together light up all tiles (as with a single Gods), but if a God steps on a lit up tile that was lit up by a different God they'll just turn it off again. If many Gods step on the same tile at the same time they will each toggle it in turn, so two gods on the same tile just leave it as it was.
I thought that was weird that literally right after you said that, you had to collide the gods to solve the puzzle :D
 
@Mightyjor Thanks for the wonderful review!
And yeah, I didn't make up anything, really. There are stories about Ullr using his shield as a sled and he really is the god of skiing haha.
I already knew some stuff about Ullr(went through a phase when I was younger where i went wild reading about a bunch of mythology), but I had forgotton the skiing thing until I looked him up again. Not sure if he did kickflips though 😅
 

Mightyjor

Member
Watched the stream where you tried it out. I think your issue was that you didn't connect that the recycling looking blocks turn the Gods clockwise or counter clockwise 90°. The arrows are depicting a circle, showing which way they rotate. A God hitting a Clockwise tile going right will go down. Hitting it going down leaves it going left, up, right, down, left, up, right, down. A clockwise motion. The counter clockwise motion is then the other way: hit it going right to go up, then left, down, right, up, left, down.

However given it's literally a stock image of a trashcan I don't blame you for thinking it unclear. :p
So I’ve been thinking about this, and I think if the trash cans just had a simple animation showing the direction it would help out immensely. It’s probably my fault for not being able to get it, but the little trash cans just don’t work well for me.



@Mightyjor Thanks for the wonderful review!
And yeah, I didn't make up anything, really. There are stories about Ullr using his shield as a sled and he really is the god of skiing haha.
I already knew some stuff about Ullr(went through a phase when I was younger where i went wild reading about a bunch of mythology), but I had forgotton the skiing thing until I looked him up again. Not sure if he did kickflips though 😅
It’s a wonderful game! I forgot to add this in my review, but the combo system adds much depth to the game, making it a closer experience to something like Tony Hawk, which I think is truly inspired. I think your game was in the lead on my scores by like 3 full points. It really does have everything a winner jam game should have as far as I’m concerned.
 

Poizen

Member
Oh lmao, forgot to change it to a detailed comment, its uh, confusing to say the least, maybe some hints to what to do, but very shocking with the bear, and i like the art style, reminds me of the flash escape the room games
I watched your stream vod and it was a good reaction though. :D I did consider adding some kind of an optional hint system in the game but there was so little time that in the end I just threw some hints in the readme and called it a day.
 
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