My game smells like rotten possum

I is has my game

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Rotten possum you say? It looks pretty sweet from the screenshot.
Okay, I give up. I've spent an hour trying to figure out this game and I don't get it. If it's some big joke you totally got me! But give me a hint, huh?

The joke is ... the game doesn't work!! No that wasn't intended as a joke ... sorry for the confusion. The original plan was to have a game where you type random words below and LilBot (our hero) responds to your commands and moves on the grid. The goal is simple - get to the goal (the yellow flashing light) and you complete the level. Of course, this doesn't happen - someone on our team (maybe even me) broke the on_tile_enter transition for the goal.

There are a few easter eggs amongst the bugs in the grass:

  1. Type CTL-N to force a transitioning to the next level
  2. Type CTL-T to bring up an on-screen python interpreter

The second easter egg is a wash - since this is provided out of the box by Miru. And there is one more ... but that's a secret

If we ever finish the game (a definite maybe), we'll let you know. You can subscribe to the commits log or read pyglet mailing list where it would likely be announced if it ever comes to fruition.

The most imaginative concept!!! And prety graphics.

I cannot guess exactly how to guide the pawn (after going to level2 a keypress traslates to 4 or 5 chars, no good responses to this). A system that can be interesting is:
.Each level as a loose vocals puzzle (not exact matching o decription)
.Like having a pattern sequence that its the solution
.Cue non matches with crazy recognizable actions
.Cue partial matches 'enough good' with crazy recognizable actions

Please, follow developement!!!

claxo: Thanks for the positive feedback. :)

I have to credit my team mate with the concept - my original idea was a Myst clone. Regarding your suggestions:

> .Each level as a loose vocals puzzle (not exact matching o decription)

Yes, one idea would be to make a vocabulary that would be hard to master - have the meanings of symbols change with each level, or just introduce new symbols required to perform certain actions. Internationalization (or simply adding nonsense glyphs) would also be cool.

> .Like having a pattern sequence that its the solution

Our goal was to have multi-dimensional scoring (we never implemented scoring). Some like:

  • Number of words
  • Number of tiles
  • Time to completion

Also, the game is already integrated with Twisted, so adding a server-side component to aggregate the scores would be trivial.

> .Cue non matches with crazy recognizable actions
> .Cue partial matches 'enough good' with crazy recognizable actions

Yep ... the name of the game is actually Stochasm - which is arguably not a word :) We also wanted to be able to parameterize actions based on the form: blip, bliip, bliiiiip, etc. There would be just one `blip' action, but variations based on the number of i's etc.

Anyhow, we hope to have time to finish the game.