Huh, we have the exact same game name, neat. :)
Tried yours, nice idea.
Nice stuff, really liked the zoom idea, somewhat reminded me of Gorogoa, cute drawings too.
I think the zoom direction was a little fidgety, it might have been better to do click-to-zoom (+click-to-zoom-out) instead of pitch / mousewheel, so it would be more obvious when a "zoom choice" was happening.
I did brute-force the last number of the code, but I guess that's on me for ruining my own fun. As they say: "Given the opportunity, players will optimize the fun out of a game."
Thanks :)
As this was a jam, I didn't attempt to create a perfect algorithm to determine the optimal solution, but I did figure out an optimization rule that helped me design the levels. In groups of 4 pixels that could be flipped together by the previous scale, it would be "economic" to flip them together if most of them need flipping, I.E. 3 or more.
Anyways, it is possible that I made a mistake and some of the levels could be solved using less pixels, (and in fact, one level intentionally wastes pixels), but because the game requires specific amounts of yellow pixels per scale, that would not count as a level solution.
Please send me / post a screenshot if you do find an extra optimal solution.
p.s. Later in development I did consider counting the pixels together instead of per-scale, to make it always about optimization, but wasn't sure about the change and didn't have enough time anyways.
Great stuff. Very nice juice and a creative idea.
I especially liked the idea of lining up the filled lines.
As for feedback:
WebGL is a basic feature of browsers these days, it's definitely 100% safe and not malware. I am also using the same version of Firefox (but the 64bit one), if it keeps not working for you perhaps your graphics drivers need an update, or WebGL is disabled in your browser for some other reason, in any case I'd go to this URL to make sure WebGL2 is working properly:
The black screen could also just be a loading issue, perhaps related to itch's recent outages, so hard-refreshing the game's page might also fix it.
I hope this helps.
The game is a web game, yes. That zip file isn't meant to be downloaded, you're supposed to click "Run Game" to play it in the browser.
I think I see the error you're getting, "Cannot create WebGL context, aborting", you're using Linux, correct? It looks like your computer doesn't support WebGL for some reason, which is required in order to run the game. You might want to try updating your browser and/or graphics drivers.
When you go to this link does it tell you "Your browser supports WebGL2"? https://get.webgl.org/webgl2/
I hope that helps. The game wasn't specifically tested on linux, but it should run properly on all modern browsers.
It's not a download, it's a web game, you can play it here at:
https://demeno.itch.io/solar-oasis/
Just click "Run game"
Nice game. Some notes:
Thanks! I very much appreciate the detailed answer. :)
It's always nice to get the validation that I'm not doing anything wrong. I hope the creator of the original game will feel the same way and won't get mad. Given that they open-sourced their code (which again, I didn't use), I think I can be optimistic.
Honest question - I'm currently working on a game heavily inspired by an existing game, it has similar mechanics but with some new twists, all new art and all new code, would that be considered a "ripoff"? I looked it up and legally game mechanics aren't copyrighted, but still, should that be considered unethical in some way? I think that building on existing ideas is fair game, but am I missing something? I am planning to give credit to the original game within the game itself, and link to it.
I had the same critical bug "Tulenväki Productions" described, so I played the post-jam version, I hope you didn't change anything other than fixing that game-breaking bug, because that would be unfair to the other jammers, rating-wise...
Anyways, presentation-wise, the game looks very good, much better than most jam games.
About the gameplay, as you mentioned it's somewhat similar to my game. It took me a while to figure out how the roll-each-heart-to-check-if-hit mechanic worked, and that the character in the middle of the screen is the opponent and its die-sides, after figuring those things out, I think it's pretty clever. One downside for me is that there really aren't any choices to make accept for the initial choice of "die-sides". I think the game could be more interesting if you could see the upcoming opponent in advance, and build a die specifically to counter that opponent. Also it probably would be an improvement if there were any choices to make during combat.
From a UX perspective, the game is way more communicative than mine, cudos for designing it in a way to that helps intuitively understand what was happening. I was too bogged down in getting the core mechanic to function that I never got around to working on that, but it's super important.
Great feedback! I definitely agree, the interaction with the hose is very confusing and uncommunicative, I also saw the same confusion when I let my colleagues try the game at the office today... I'll probably release a better version after the jam voting is done. Anyways, I'm glad you liked the rest of it :)