great fun!! the animation on the bird is so satisfying, nice touch with the background too ((:

Thanks for taking the time to leave such a thoughtful comment! Its a very generous read of the game (:
The screenshot you shared looks like a level gen bug. I’ll get it fixed up, but I also take your general point about the proc gen being frustrating.
I think it mostly comes down to intention. For this game I was interested in flavours of intuitive, improvisational movement, which work counter to memorisation and consistent fairness. It was fun to design in that space cos it felt fresh, but it’s possible it only feels fresh cos everyone else who tried it realised it stinks lol.
Finding out how those experiments feel as a player is the only way to learn from em for the future games, so comments like this are so so helpful. Thank you again!
Ty for the thoughtful feedback!! Heard similar stuff from other folks and after playing for a day or two I agree. I'd wanted clusters to improve dynamics in the first 30 seconds but they kinda stuffed up the late game. I've removed them now. The first few asteroids are just guaranteed to spawn close by instead, which I'm hoping will be the best of both worlds.
I'd be keen to here how the current version feels if you get the chance to try it.
Interesting mechanical suggestions too! Especially the idea of overheating. I quite like the simplicity of the game at the minute but if I'm trying to beef up the game in the future I'll try them out ((:
This is really really cool. It's wonderfully cryptic, drew me in straight away! The way it ties the tarot style art into the gameplay is great.
I know the project might be in the rear view by now but thought I'd leave a question in case you ever revisit it! When the hand's being evaluated it shows "X card adds Y points Z times". Would it be possible to visualise that info during the deduction phase too? It usually goes by a bit too fast for me to catch!
This is pretty remarkable. Both one of the most impressive tech demos and one of the most thoughtful experiences I've come across in PICO-8. Don't want to spoil anything for others but the game makes great use of the renderer in just about every aspect of the game, nothing is superfluous.
Really really cool, thanks for making it (:
Thanks again for taking the time to play KOROMEKE all those months ago. Its got a much deeper demo available on steam now if you're interested! Your feedback was actually super helpful, everything you mentioned has been folded into the new version (:
Thanks for taking the time to play KOROMEKE all those months ago! Its got a much deeper demo available on steam now if you're interested (including background music I played on the sax!)
Great video, it's so cool that you're playing through all the submissions!!
I feel that the tutorialisation in Loose Ties may have let you down a little bit (tutorials are no fun in a youtube video anyway!). Thought I'd let you know that I've improved a few things to make that first playthrough a bit smoother, just in case you do revisit the game. Thanks again ((:
That’s very helpful, thank you!
In most of my recent runs the bad vibe rooms have felt doable because you can usually guess a bad vibe guest quickly to gain energy and then leave as soon as possible. The persona spawn rates are weighted now too, so if you get a very bad room it becomes more likely to get a very good room shortly after. I do think it’s too punishing at the moment though, trying to tune it to be more friendly now. The ex buff maybe have been a misstep lol.
If you do end up playing some more I’d love to hear what your rough win/loss rate is, that’ll help with tuning :))
(Just a side note on the weighted spawn rates - they shouldn’t affect deduction at all because only the possible personas are weighted, the actual personas are still chosen uniformly.)