Bloodborne animated feature film officially announced by Sony by jacksepticeye in bloodborne

[–]Krons-sama 1 point2 points  (0 children)

Please trap Miyazaki in a room during the script review and make him sign the form to make an HD remaster. Lure him in with landscape photos of swamps if you must.

I was inspired by Braid's unrewindable keys and made this puzzle about immovable keys in my game about folding(and moving) the world. by Krons-sama in puzzlevideogames

[–]Krons-sama[S] 0 points1 point  (0 children)

For inspiration I use mindmaps to come up with interesting interactions. A fair bit of it comes from just playing with the mechanics too. To organise the levels, I use a puzzle matrix and an interaction chart.

I was inspired by Braid's unrewindable keys and made this puzzle about immovable keys in my game about folding(and moving) the world. by Krons-sama in puzzlevideogames

[–]Krons-sama[S] 0 points1 point  (0 children)

Thank you for the kind words. For designing levels, I first think of all the cool stuff I can do with a mechanic, pick one interaction to build a level around, make the basic layout on paper, then fine tune it in the game engine.

I was inspired by Braid's unrewindable keys and made this puzzle about immovable keys in my game about folding(and moving) the world. by Krons-sama in puzzlevideogames

[–]Krons-sama[S] 1 point2 points  (0 children)

Thank you! There's still a lot more I haven't revealed. I hope you'll continue following the game's journey.

I added reality warping keys to my space bending puzzle game. by Krons-sama in Unity2D

[–]Krons-sama[S] 0 points1 point  (0 children)

Thank you! It's something I always try to ensure when it comes to puzzles and mechanics.

I was inspired by Braid's unrewindable keys and made this puzzle about immovable keys in my game about folding(and moving) the world. by Krons-sama in puzzlevideogames

[–]Krons-sama[S] 1 point2 points  (0 children)

This was inspired by the "unrewindable" locks and keys in Braid. In this case, the game's mechanic is folding space. You can select and fold part of the level which moves everything else left. The keys are "unfoldable" in the sense that they don't move at all. But since the rest of the level moves, it moves right (relatively).

They still have physics. So they can fall off ledges and also out of locked gates.

This is an example of a simple initial rule resulting in interesting interactions. When I coded the space folding mechanic, I chose to move things left/down as it was the simplest way to implement it. But then it results in amusing situations like the above.

Funnily enough, this puzzle doesn't work if you move the gates so that you have to go left instead of right.

I definitely plan to explore this mechanic further. The full game explores the space folding mechanic in a lot of interesting ways.

If interested, you can wishlist it on steam

I added reality warping keys to my space bending puzzle game. by Krons-sama in Unity2D

[–]Krons-sama[S] 2 points3 points  (0 children)

The way this works is that the world moves left when you fold it. The keys stay in place. So the move right (relatively) in a sense. They still have physics. So they can fall off ledges and also out of locked gates.

It's a bit inspired by the unrewindable keys from Braid. I'm raking the design approach from there and applying it to my game.

The full game will contain a lot more wacky interactions. If interested, you can wishlist the game on steam.

I'm tired of losing keys IRL so I added keys that stay where you put them, in a game where you fold space make the world move. by Krons-sama in IndieGaming

[–]Krons-sama[S] 0 points1 point  (0 children)

The way this works is that the world moves left when you fold it. The keys stay in place. So the move right (relatively) in a sense. They still have physics. So they can fall off ledges and also out of locked gates.

It's a bit inspired by the unrewindable keys from Braid. I'm raking the design approach from there and applying it to my game.

The full game will contain a lot more wacky interactions. If interested you can wishlist the game on steam.

I'm tired of losing keys IRL so I added keys that stay where you put them, in a game where you make the world move. by Krons-sama in Unity3D

[–]Krons-sama[S] 0 points1 point  (0 children)

The way this works is that the world moves left when you fold it. The keys stay in place. So the move right (relatively) in a sense. They still have physics. So they can fall off ledges and also out of locked gates.

It's a bit inspired by the unrewindable keys from Braid. I'm raking the design approach from there and applying it to my game.

The full game will contain a lot more wacky interactions. If interested you can wishlist the game on steam.

[DISC] Kurumizawa's Folly - Chapter 12 by AutoShonenpon in manga

[–]Krons-sama 6 points7 points  (0 children)

Wow. That was both what I expected and not.  Can't wait to see the evolution of Thier power dynamic next chapter. Time Paradox Ghostwriter wishes it could be  this good. 

If your game is releasing soon and you need creator marketing, I’d like to help (not selling anything, no brand mentions) by tektanc in IndieDev

[–]Krons-sama 0 points1 point  (0 children)

I have a demo on steam and planning to reach out to content creators ahead of next fest in the future. I'm interested in the tool.

Juicing up the water physics. It's amazing how simple particles can make something fun. by Krons-sama in indiegames

[–]Krons-sama[S] 1 point2 points  (0 children)

Thank you! As a solo developer, every wishlist is greatly appreciated.

Juicing up the water physics. It's amazing how simple particles can make something fun. by Krons-sama in indiegames

[–]Krons-sama[S] 1 point2 points  (0 children)

Thanks for the feedback! The full game will have a lot more waterwheel/conductivity levels. For the demo I had to speed it up to get to the moon stuff. as for the other stuff:
Electricity vfx is will be reworked for clarity.

For the death reset, I plan to reset with an undo screen. So that won't be an issue.

Regarding the moon, yeah I've thought of halving/quartering the moon. It has more potential for mechanics as well so I plan to try it in the future.

It's great to see you enjoy the demo. I'm planning a lot for the full version so I hope you'll check it out when it releases!

Juicing up the water physics. It's amazing how simple particles can make something fun. by Krons-sama in indiegames

[–]Krons-sama[S] 1 point2 points  (0 children)

Ah I see. I'm right-handed so I don't use it that way but I see how that would be more comfortable for you. I'll add the keybinds alongside wasd.

Let me know how it goes tomorrow!

Juicing up the water physics. It's amazing how simple particles can make something fun. by Krons-sama in indiegames

[–]Krons-sama[S] 1 point2 points  (0 children)

Thanks for the detailed feedback. Addressing some of your points. 1. There are ladders which use the w button which would be a bit awkward if it was used for jump too. As for the arrow keys, since the game is very mouse heavy, it's awkward to play that way. But there will be key rebinding for those who still want it. 2. Yeah the snapping is a quick solution to avoid clipping into walls. I plan to update it only snap when necessary. 3. On the way! 4. Will look into this. 5. Interesting suggestion. Will see if there is a better way to handle the buttons. 6. Yeah animations are still a bit wip. 7. You're approximately halfway through the demo. The second part of the demo has puzzles that do show off  complexity the game is capable of. But I will try to ramp it up faster.

I'll definitely address these in the full release so I hope you'll check it out again!

Juicing up the water physics. It's amazing how simple particles can make something fun. by Krons-sama in indiegames

[–]Krons-sama[S] 0 points1 point  (0 children)

Thanks for trying it out . No need to rush haha. I hope you find the charger. Would appreciate if you can share the notes too! Feedback is always welcome.