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Gourd Stone

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A member registered May 05, 2023

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We tried so hard to make a single inventory slot to work the way we wanted. Sometimes the rig would shoot across the room and would be about 4 feet away as we walked around. In the early builds just bumping into a wall caused the hearts to 'fix' to the walls and made them useless. 
Looking at other comments, I feel I failed to describe how to pick up and place the first big heart found in the starting cell and place it in the chest inventory. That heart acted as the health meter and once the soul mate was found was supposed to be touched against it to take you to the credits/ win room. It's looking like that bit may be is not working as intended. 
I can't wait to get back in and take all this great feed back to improve the game!
Thanks!

Looking at other comments I feel I could have made the instructions easier to read. We had a large heart in the first room that was ment to be placed in the chest slot or the inventory rig and it was used as the health meter as the player would take 'emotional damage' from the corrupted hearts on the higher floors. Once the soul mate was found it was supposed to be merged with the chest heart and would take you to our credits room that listed our assets and such. 
And I see that we had also had a few empty rooms not connected to the main rooms of the maze after the fact as I've fell into two of them too. That was a unnoticed bug on my end of mapping our the design of the maze. 

Thanks for the feed back!

OH WOW! I love the idea of the higher layers would get brighter and nicer! I think I'm going to add that in on our next build of the game!
The climbing was one of our rough spots to try to get working the way we intended. In other replys I've talked about our first version of the mechanic and how touchy it was. We almost didn't think we were going to be able to pull if off. I see that I may have needed to come up with a more clear version of the instructions on how to use the hearts to create permanent hand holds.  And boy I wish we were able to get the grabbing of the ledges to work too. My wife is the coder of our family and I had almost started sounding like a broken parrot asking about that.
Don't know how many times I tried grabbing at the ledges when falling or try to pull my self up.

I was hoping that the 'instructions' were looking like they were scrawled on the wall with the candy hearts. And we secretly left the teleport feature in for play testing. We've seen now that the system to place the hearts up on the wall was still a little clunky. Before we were able to have them stick to the wall without any other input except to just place them, but it was so sensitive that if you had one in the inventory sockets and rubbed up against a wall they would automatic stick to the wall.  

Thanks! We were having a headache trying to get the wall climbing to work the way we intended originally. I wasn't thrilled with the way our item slot rig ended up but had to make a few concessions towards the end of the night Friday. First time jam, LEARNED A LOT! 

We had decided to have the hearts become permanent and placed other resource chests around the maze. And also used that when taking to much "emotional damage" from the corrupted hearts returned you to the starting cell. That way climbing hand holds were already in place. 

We are taking the comments and will be tightening up the game play for this. It was a really fun exercise and can't wait to try another.

Thank you all for the great feed back and comments! This is our first time creating something for a game jam and it has taught us SO much! 

I see that I didn't make the instructions easy to understand and also a bit wordy. Draw back when you seem to be knowing what you're doing but need to be clearer for others.  We did have some trouble trying to get the inventory rig to feel more natural and less cumbersome through out the week. I found that if I tried to toss one of the candy resource hearts I had a habit of it actually catching on an empty slot on my arm in mid air. The climbing took a while to sort out too. My wife was racking her brains trying to get the colliders and the coding to work nice together. We found holding the grip and the trigger button down seemed to allow the heart to register easier and then letting go when it was against a wall finally would replace the model with the hand hold climbing model.  Before we did have it working that all you had to do was place the heart on the wall and it would hold,,, but it would read the heart anywhere you were close to the wall. In the inventory slot, when you picked one up out of the resource crates, ( in the biggening the physics were so light with gravity that if you bumped anything trying to pick one up they would all fly across the room and get stuck.)

We also had our son work with us and he came up with the 'conversational heart' sayings and the first time he did play through I thought he was going to have a heart attack due to the spawn rate and troubles he was having trying to climb the walls too. (he's a 7th grader and self professed gamer, so we tried to gauge a bunch of stuff on his 'expert opinion.. :)  )

I again we would like to thank you all for the great feed back and hope  you enjoyed the game and give it another whirl.

No problem! Seeing the comments and suggestions from our game, we seem to have not made it clear enough how to use the hearts.
There is a large heart that can be placed in the chest slot. this is kinda like the health meter. Then there are crates found along the path of the maze that can be used a resources. Merge two of the same saying hearts together by holding one in each hand and bring them together to heal your chest heart after being hit by a corrupted heart. You can carry up to four extra hearts around with you in the other inventory slots on your body. Grabbing a heart and holding the trigger button you can push a heart against the wall. Let go and it becomes a solid climbing hand hold.  The resource hearts can also be used to fend off corrupted hearts as they come at you. I hope this helps out!