I got the good ending
AlejoLab
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Thanks!
Water wasn't a big part of the bigger plan so created something simple. The water is a trigger that applies an upward force to any object inside.
Then I placed some invisible triggers that a apply force in different directions to create the currents. They are actually the same component used in the water, but the force is sideways instead of up because the triggers are rotated.
I placed the triggers manually to mimic the currents. I wasn't interested in simulating the actual currents. Anyway, since this body of water doesn't change even a manual placement can be realistic enough.
Thanks for thinking my game would fit. This is an ongoing project targeting Steam and I'm mainly looking for feedback to shape it into an appealing product while making it available for itch.io players to enjoy as it is for free.
Your initiative is great. Can be very helpful for some other games here on itch.io.
Conseguido en un par de intentos. Me gusta la idea de los troncos para controlar la infección pero no los he llegado a usar. Una vez que hay infección parece que se descontrola muy rápido. He optado por tener un pequeño ejercito preparado y estar pendiente de cualquier hongo que apareciese.
Me ha gustado!
I'm not working with this version of the game anymore, but I agree that the control is embarrassingly awful. So I opened the project in a Unity version 10 years old and added some crude way to adjust the mouse sensitivity. Use the mouse wheel, it's not good, but it can help.
Appreciate that this prototype is still getting some attention.
My bad, I did not translate the game and forgot there is a level with one instruction that it's actually important "use the action button to extend the crosswalk". The blocks are solid, but when you use the action button next to them they extend and you should be able to walk over the crosswalk no matter the color of the lights.
Let me know if that was the problem.
Really cute and pretty, good progression on the level design (up to where I managed to reach).
But the controls made me quit. Having to control the rover and the camera at the same time is a frustration point not fitting with the nice chill music. Especially when trapped in tight spaces. I found myself all the time expecting to control the wheels with the keys. Reversing is a brain twister.
Also, after finding the booster I realized the rover model front and back are very similar.
Both times I played I quit after finding the happy ball chilling.
Following in case you update, I'd like it to try again!
I'm not updating this specific version anymore, but I released a new prototype. https://alejocamaleon.itch.io/alien-plants-team-seas Could you try this one instead and check this one works for you?
😂😂😂 "It's a bug in the bug" I meant the game. I have only tried it in Chrome but some friends confirmed it was working well in Safari as well.
About the bug, I was trying to access the world array out of bounds. I was so obsessed about it being related to the clones and multiple realities management, but you hinted me in the right direction... I was trying to access an out of bounds position of the word array.
It's now fixed, using my pathfinding map that I already use for the enemies and now the fire is blocked by obstacles.
Try again next year.
What I did this year was my last year's idea (stored in my own backlog of ideas). And I'm also fascinated with GoL (and artificial life in general) so it's something that I would like to try out.
I'd start with something really simple. As AquaTsar said just traverse a level to reach an exit while avoiding living cells. I believe that adjusting your movements to the patterns is solid enough for a gameplay foundation.
A lot of things could have gone wrong with this game. Surprisingly I was able to implement playing multiple realities at the same time and was stuck or short of time on other 'simpler' features.
https://alejocamaleon.itch.io/schrodinger-dungeon
For some crazy reason I decided to make this in raw JavaScript with no libraries, so I'm quite happy with the result and how much I learned about using JS, which I have barely used before to make games.
I don't think this have potential to become a fully fledged game, but I still want to keep working on it for a little bit more. Mainly developing it up to what I originally envisioned as version 1.0 (total of 20 weapons, spells and other items as well as improved UI and dungeon generation).
You can choose to play the original #7DRL version or an improved one when launching the game in your browser.
I recommend playing the #7DRL + BUG FIX that doesn't adds anything but fixes a couple of game breaking bugs.

If you play let me know how well you did and if you played focusing on one reality or trying to win with in all of them.
For the record, it is possible to win in all of them, at least in the 7DRL version.














