I tried to launch three times in a row; each time it failed 403 at GET http://html-classic.itch.zone/html/13498641/v4/build.wasm
aksommerville
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Cool concept, and really pleasant to play.
I managed to break it almost immediately by slicing off the top of the mango instead of the bottom. The sliced bit stayed on top of the floating chunk right up to the end, then as luck would have it, it fell off after the game-over bit had started and looked like it was trying to game-over twice. (it zoomed in to the scale, with the modal still open, prompting to tap, but would not accept a tap).
That’s a very interesting constraint, having to trade mobility for attack speed.
Something that bothered me at low attack rates: Seems the firing is based on a global timer. So say I leave off spacebar for a while then tap it, I expected it to fire since it’s been idle a while. But it might not, since it has to be held at the moment the attack timer cycles.
Clean and satisfying. I think if you were to spend more time on it, it would be nice to have some variety in the levels, some visual cue to distinguish one hop from the next.
Noticed one bug (or maybe intentional?), if you hook a star from far away, you swing below the bottom and it counts as falling, even though you’re hooked.
Wow! Breakout is always fun, and this is one of the prettiest implementations I’ve seen.
There was a point when my ball was moving almost horizontally, and it took kind of a long time to get out of that. Maybe you could add a check when they rebound, like force it some minimum distance from the cardinal directions?
Awesome!!! The graphics here just blow me away, so good.
It took me a few deaths to figure out that the demon’s hunger was what’s killing me. Even after knowing that, it caught me a few times. Maybe that could be made more prominent, like the screen flashes when it’s below 50 or something?
It’s amazing that you packed in so much detail, well done!
This is kind of more fun than it ought to be! I don’t really like the scratchy graphics style, but it’s a lot better than AI or mismatched 3rd-party assets, so hey. Not bad.
Really appreciated being able to buy and wear a top hat.
If you keep working on it: It would be helpful to get like some passive feedback on how the score is calculated. It shows the total attack for both sheep, but we don’t know how much of that score came from the timing game and how much from the weapon.
Nice game. Definitely needs audio, and the default iframe size makes the text hard to read. But I loved the graphics, and the simple battle mechanics were nice.
After dying and restarting, it froze with hundreds of this error in the console:
Enemy StartTurn error: RunEnemiesTurn @ EnemyManager.js:18 await in RunEnemiesTurn
Simple and satisfying!
A couple times when I had low stacks, like 3 or 4 plates, it seemed like the upper ones failed to adhere to the lower ones. Like, the bottom plate would move with my platform, and the plate above it would remain stationary. Some subtle physics bug maybe?
I kept wanting to build catapults out of the dishes, and then doing it, and breaking everything :D
Very cool game, one of the best I’ve seen so far!
I love how you let the gameplay speak for itself, rather than a bunch of burdensome tutorial dialogue. One just plays a bit, messes up a bit, and eventually understands.
Did run into a bug though: I think it was level 4, I stood on a disabled red wall as it re-enabled, and got stuck inside it.
I get thousands of errors in the console: ERROR: Node not found: “Camera2D” (relative to “/root”). onPrintError @ index.js:474 put_char @ index.js:9 write @ index.js:9 write @ index.js:9 doWritev @ index.js:9 _fd_write @ index.js:9 $func65592 @ 0a6b2fda:0x25bf877 $func65715 @ 0a6b2fda:0x25c6529 $func65722 @ 0a6b2fda:0x25c71fd $func53904 @ 0a6b2fda:0x2168b38 $func53902 @ 0a6b2fda:0x21688d8 $func53901 @ 0a6b2fda:0x2168878 $func53906 @ 0a6b2fda:0x2168cac $func62846 @ 0a6b2fda:0x248365f $func62848 @ 0a6b2fda:0x24837a0 $func17202 @ 0a6b2fda:0x126150e $func17339 @ 0a6b2fda:0x126c3fa $func62092 @ 0a6b2fda:0x241c2b7 $func55355 @ 0a6b2fda:0x223ac90 $func5616 @ 0a6b2fda:0x62602e $func5468 @ 0a6b2fda:0x61833a $func17100 @ 0a6b2fda:0x1255dfc $func16382 @ 0a6b2fda:0x1225e94 $func62070 @ 0a6b2fda:0x24191e4 $func17483 @ 0a6b2fda:0x12763ca $func17478 @ 0a6b2fda:0x1275338 $func17488 @ 0a6b2fda:0x12766f4 $func746 @ 0a6b2fda:0x9da1c callUserCallback @ index.js:9 runIter @ index.js:9 Browser_mainLoop_runner @ index.js:9 requestAnimationFrame requestAnimationFrame @ index.js:9 index.js:474 at: get_node (scene/main/node.cpp:1878)
You’re correct that something’s wrong. But the imbalance is entirely on my end, sorry about that!
Actually I just identified the bug: In the synthesizer, most voices use two oscillators and I’ve only been shutting down one of the pair when notes end. The others pile up and uselessly eat more and more CPU over time. Oops.
Thanks for reporting!
This is fun! There’s a few places where the color contrast was a bit low. Maybe drawing with outlines would help? (but that’s a big difference aesthetically, who knows). And you should nix the vertical scrolling inside the sand castle – there were a few jumps where the floor goes offscreen and you have to guess whether there’s a hole.
Overall, I really enjoyed this! Props for doing your own art – it’s got a real voice.
Real nice game! The 2-button control is intuitive and also challenging, and fits right in with the Balance theme.
It felt wrong when she tipped more than half a turn, the wing I expected to be clockwise actually moved her counterclockwise. And then at one point I got trapped in a corner in the bottom. (but when operating our Catterfly in a non-insane manner, it works just fine!)