Fantastic so far! I can't wait for the full release!
z_bill
Creator of
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So:
1) it sends you to a random stage from the gather well (or maybe random within a set 5 or so).
2) there's a consistent numerical order for the stages.
3} the glyphs above the wells (are not representative of the stages themselves, but) do some math to send you to a new stage (such as rise is +1).
I'm unsure how players could ever figure this out if they don't know the above by some means communicated in the game. Except maybe extreme trial & error, but even then they haven't deciphered the meanings of the glyphs, they are brute-forcing it. It's kinda like saying, solve: x + y = z . We've got nothing but unknowns to work with.
The main thing making it a big ask is the forcing of the time-consuming puzzle stages (2 so far I mentioned where you can't die) over and over.
I really think this is a case of the dev being unable to put themselves in players' shoes. You designed it so you have all the answers (plus you know all the good routes and safe spots).
I think the game is super rad. But yeah, this is a tad much.
wow that is tough. So you'll have to keep playing all the stages over and over by design?
I sorta wish I didn't have to keep solving them if I've done it once before. Could the wells be pre-opened if you've beaten it already? It might make the math of what to do easier to figure out.
Has anyone beaten all this?
I'm able to get 5 different stages. I love the puzzley ones: one where you trace the lines (weave?), and the one where you build stuff with the lighter. But I'm unclear on what the point is in clearing them, they never seem to have skulls in them. I got thru the "jump down as the tower comes after you" one and I like that one once I figured out the jumpspark thing. The other two: sword the vines as light guy comes, and the rotating orbs over acid, are way too tough for me.
And I'm just finding no skulls in these (I've found one) and it's constantly repeating the same stages I've already completed. I've just been spamming restart to get new stages. What am I supposed to be doing here? What am I missing? I think there needs to be a way to set where you are going from the "gather" room.
I've explored the Cistern and the friendly town. I'm down here now! Any clues on where to go?
I think my key hoarding has benefited me. I still had the ruins key and found a vault room in the town with tons of gold. Plus I noticed your gold survives a save data wipe which you may wanna fix! I'm loaded now.
I'm unsure what the flowers (plants in inventory you pick up) do yet? Something with the save system? Also: getting thru the iron bars to the cave area I'm in now was such an "aha!" moment. So good! I sorta thought I was meant to find a different route in until it dawned on me.
I think these dudes are invincible? I kinda thought you had to destroy those rotating vines (can you burn them? hmm, gonna go get a lighter haha), but not sure what I'm meant to do down here. I've accessed both the shafts with the beak and ruins key.
I'm sneaking thru the first enemy fort. I love that it has retained the mystery of figuring out what to do. I have yet to see any of the areas I played before past the opening zone.
This is like a whole game of Constantine's mansion. Clued in by the upside down room at the very start!
My "omg that's a save point?" realization was so liberating. Those...weren't in the demo were they? I totally missed them if so! I'm not sure if you can save at the same point twice in a row? It doesn't seem to process the new save if I come back and save again.
Shops are really cool! Already been using them. Is it OK to drop keys after you've used them once? They are clogging up inventory haha
I'll keep you posted as I keep playing. Congrats on the release!
the game's code is inside various objects/instances in (a version I don't have anymore of) gamemaker's script editor. If there's some way to get a different version...like, whatever re-ordered code GMS converts it to to run the game off of (if that's how it actually works? dunno) I have no idea how that is done/acquired at all. Maybe look into how people mod old GMS games like Hotline Miami?
Sorry about those soft locks! Yeah my platformers did that a lot I remember.
yes. Tho they are weird long decimals on the colored vertexes I think.
o Default v 0 4.75 3.125 1 1 1 v 5 9.75 0 1 1 1 v 0 9.75 3.125 0.32156863808631897 0.5686274766921997 0.7607843279838562 v 5 4.75 0 0.7019608020782471 0.10196078568696976 0.03921568766236305 v -5 4.75 0 0.7019608020782471 0.10196078568696976 0.03921568766236305 v 0 4.75 3.125 1 1 1 v -5 9.75 0 1 1 1 v 0 9.75 3.125 0.32156863808631897 0.5686274766921997 0.7607843279838562 v 0 9.75 3.125 1 0.8509804010391235 0.4588235318660736
etc...
(and yes, I made sure to get the beta version)
whoa it's so cool you are helping me (and other croc users) out on this! I tried the beta version, but may be doing something wrong tho. If I export to .obj from Crocotile (a model with vertex colors obviously, and checkmark "Vertex Colors") then add mesh into Penguin they should be showing up, right? It's still blank for me. The creator of Crocotile told me this when I asked, dunno if it helps:
"crocotile adds the vertex r g b values to the end of the vertex x y z data in the .obj, if vertex colors is checked on export.. it's not a standard of obj, but some programs might read the vertex data such as MeshLab."
This is really cool! I kept getting viscously killed however, gonna dive back in soon! I feel like there's some cool stuff hidden...
The swap to the mundane other world was mind-blowing really, I totally did not expect that! It's like I chose an entirely different game right at the very beginning and it was like "ok, here you go!" and it really existed. Very cool, I'll keep looking out for your stuff!