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WizardDude7

73
Posts
3
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7
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A member registered Feb 24, 2023 · View creator page →

Creator of

Recent community posts

Thanks! I definetly plan to continuing developing and making new tracks for it for a while because it’s a really fun project! I wanted to add some kind of indicator but I couldn’t figure out a good way to do it with such little time, so I’ll make that priority for the next update!

Appreciate it!

Thanks! That’s a great idea, I’ll def add that in the next update!!

😭 I may have forgot to change that text, that’s my bad.

thanks!

Appreciate it yo!

haha thanks! I was aiming for a replayable game so I’m glad I achieved that!!

thanks a lot!

thanks! I do agree that making it clearer how to gain speed is needed. I’ll def address it through tutorials in the future!

Thanks! Yeah I def wanted to add a tutorial but unfortunately it got out scoped for the jam :(

Appreciate it! :O

Thanks!

Wow! I greatly appreciate the comment, thanks! I def plan to add more so we’ll see where it goes. The speed limit is intentional as otherwise it would create a positive feedback loop that could make it easy for great players and extremely difficult for bad players. I’ll likely increase it later.

That’s odd? Did the “next” button not pop up for you when you finished the first level. There is supposed to be another level. I may have accidentally labeled it quit though.

Pretty fun, can definitely see the outer wilds inspiration!

The tutorial button doesn't work so I wish there was some other form of instructions cause it was difficult to figure out controls! After that though it was pretty fun!

Solid submission! Just wish you could change directions but that adds an interesting limitation!

Really fun! The movement is really satisfying to use. Just wish you could bounce off walls or that they were less of a hard stop.

No matter what I do, pressing R or F instantly wins the round. Looks fun otherwise!

A bit simple but it's fun! A little confused at first what the "anomlies" meant but I caught on quick! Nice job!

This was super fun! The physics are fantastic and it seems like a good balance between shotgun movement and grapple movement. I did happen to get stuck at the end of waves sometimes with seemingly no enemies left though. 

Thanks!

Appreciate it! I’m lowkey surprised I finished in time!

Thanks I really appreciate it! Luckily for me I got the game loop down day 1 so I got to spend plenty of time polishing!

FYI the music isn't mine, I found it online as a free asset. But I definitely agree that it fits the vibe! I was glad to find it!

Oh? What happened?

i haven’t done a game jam in a while so yeah I’m excited!

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Okay thanks! I think I may know whats causing the crashing so I will definitely have that fixed by next patch. 

I have no clue what could be causing the knight to have lost its items, but I will do some deep playtesting and see if I can recreate that bug as it sounds quite extreme.

I may consider allowing rerolling units (especially as adding more units will only make it more difficult to get specific units), though there is also another feature I want to add in the future that should allow much more choice over which units you can obtain for a higher price. Hopefully as more units/enemies/items are added and I continue to playtest the difficulty should become more balanced, and those pesky slimes shouldn't be as big of a threat :)

What do you think makes the guard and knight so much weaker compared to the wizard?

Hello, thanks for pointing of all this out, I appreciate it! 
It is very early in development so balancing won’t be the best, but it’s a priority right now.

The reroll not affecting units is intentional.

Do you think you could specify when the game was crashing/freezing? Start of game? Start of round? Mid round?

That’s weird that the items didn’t save! Is it possible that you had two knights and they got mixed up?

Thanks again for bringing all of this up, it’s greatly appreciated!

Oh, that's odd, its supposed to go to a basic "game over" screen at the moment! I will look into it. Thanks for bringing it up!

The fireball issue is known and will be fixed in the next patch. Thanks for playing and pointing it out!

Thanks for playing! I greatly appreciate the video and feedback! It was really valuable to see you play through it and hear all of your thoughts! It seems a lot of my future ideas aligned with some of your complaints, and I plan on focusing the next period of development on more content, and the major issue that's bugged me, interactability/control over units! Appreciate it!

The more the merrier

Any good ideas?

Glad you liked the game! And yeah, i think red was missing. Miscommunication with the artist last second.

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Hello! Firstly the pixels you paint on are individually instanced and i create a 2d array of their modulation to create an “image array” of their colors. I then compare this to a directly hard inputted set of data for the current image (which is usually like 80,000+ characters (used a png to rgba value converter online). Not the best but it works.

Glad you liked the game! 

Hello! Firstly the pixels you paint on are individually instanced and i create a 2d array of their modulation to create an “image array” of their colors. I then compare this to a directly hard inputted set of data for the current image (which is usually like 80,000+ characters. Not the best but it works.

Yeah, the drawing mechanic could be optimized and improved tons of different ways, i just went with I could get working quickly. Glad you enjoyed it!

That was my exact goal.

I was thinking of making a paint bucket, but the only way i could really implement it would be to basically clear the whole canvas to one color, so i skipped it. Glad you liked it tho!