here is a branchless example that manage to accelerate particles anyway
NuSan
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Ok, I think I'm misremembering things from an early version where that did happen, and I was on the fence about keeping or not. It introduce randomness but that could be cool in this settings. Anyway as a second idea, you can use small turns to change exit depending on velocity, it can probably be a lot smaller than the usual branch.
Yeah, I think the rules is that the particles must be present at the same time in the chamber, so there is a lot less chance when they go all in the same direction, also the faster they go the lest time they spend in the chamber...
Your build looks very cool at least! And still really readable I think
Hi! As the game has started as a jam game, modding was not really thought about. It's a Unity game so it is doable to decompile the C# and modify it, but it can be a lot of work.
I could be convinced to go digging for the original game sources and share those if there is enough interest, but tbh i don't think there is much of a community that play this game that I know of, just a few people that did get into it for a while. But maybe I'm missing a private community? Idk
I would love to make another game inspired by this one but more ambitious, I tried to at the time but as always it's hard to launch into a multi-year project when you are not sure people will be there to play it at the end, so I moved on to smaller project
Anyway, thank you a lot for liking this game!
sorry for the confusion, the start especially is made to be strange, not explain much, but after a bit you should stumble upon a part that is a lot more straightforward, with puzzles. Making it to the end still require to understand the world and how the mechanics works... Anyway, I'm glad you liked the vibes!
sadly there is no official way to do that, I should have put a freecam in a secret menu somewhere
If you are willing to try experimental things, you can try using https://github.com/sinai-dev/UnityExplorer (the mono version) with MelonLoader 0.5.7, I just tested it and it kinda works but the controls are pretty awkward so I'm not sure it's really useful
Haha, yeah, a lot the puzzle I knew could be done with only 2 Demons, but I didn't know there would be so many. For most of them, I decided I preferred to leave lost of stones and all 3 demons so people can solve them how they want.
By "only one gem on call Surgat", do you mean "one yellow gem only, and it's on Surgat" or something else?
Unfortunately I don't have a PlayDate and beside Pico 8 (the engine I used to make the game) doesn't exist on PlayDate so I would have to remake it from scratch. And also I like how the game play with different colors for each balls, so a greyscale PlayDate version doesn't seem like a good idea, sorry
haha, it took me while to make because there is no simple way right now to port pico 8 games to android so I had to port it to another engine (love2D)
And no, the android apk has not been updated, the source code for it is probably buried in an old hard drive and setting it up for everything to build again would take forever. Fortunately it already had touch control to aim so there is just the new accessibility mode, which is a sad to not have, but people can still play with it using the browser version
it sure would be better with a wide screen for a game like that. It was a bit hard to balance the view distance, because zooming out was causing performance issues, and I wanted to stay at 60fps. Still, I find pico 8's constraints interesting, it limits the scope, forces you to remove excess features, but it's not ideal for everything
Thank you a lot! I'm sorry to hear about those issues on IOS, maybe there is a way to block that using javascript or something, I should check that
I think it's possible to have a pretty smooth ride in a lot's of case, but as you don't know the level before you it's hard to do it in practice. Playing the seeded level is a bit more interesting as you start to find skips in the levels and ways to keep your speed. Putting pre-made sections could be great for a larger version, but then I would have to actually make do some level design, which is not easy for me :D
For the colours of the circles, yeah I wanted to but didn't have the space to make something more complex. Changing the colour according to circle size is a pretty cool idea tho
Hi, I'm glad you liked the game! And yeah, you are totally right, I would have loved to not have the resets, they feel really bad. But they are useful for the puzzle to work, like you said, and also to help players not get too lost and frustrated when they fall somewhere. I know some players love to loose themselves in those kind of environments, so I wish I found a better middle ground, but I didn't have the energy at the time. If you did not play the prototype "non euclidean room" I made before this game you should give it a try, it's super short but there is no artificial barriers and there is cool details to find in the scenery. And yeah, I love seeing my little jellyfish jiggling around through the portals :)