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What I really liked about your game was the interface design itself. The text input gave it some kind of authority, like it would be something hidden in the dark, a tool just for me, the player - it corresponded pretty well with the goal in your game. :) That's why I included it in one of our compilation articles about the ResistJam, along with two other neat entries, and the related showcase video. <3

Best wishes,
Sebastian

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Hey Your game is pretty kickass,

I'm working on a video project called time capsules focusing on game indie devs. It's similar to sending a message to your self in 50 years;

Only five questions for my documentary:

1. What feature in your game can the player not experience anywhere else?

2. What's the biggest personal obstacle you had to overcome in creating your game so far? (it could be super technical or anything else that you want to talk about)

3. Who helped you decide to become a game dev?

4. What feature of the game do you absolutely love that no one would probably ever find?

5. What do you believe video games mean to humanity?

First couple of episodes

https://www.youtube.com/watch?v=jhJ3ssjfCgs&t=0s

https://www.youtube.com/watch?v=O0NvEYmqtQ8

https://www.youtube.com/watch?v=dQmeXgsqhBM

if you have some game footage or even better developmental footage of errors or other stuff you'd like to show people who have never programmed a day in their life.

also best ways to contact you, and all social media you use because I'll be displaying those through out the episode.

I think if people dig the game and dig your story they might reach out for questions or colabs you really never know what can come of it.

do you think you'd be interested in being my guest?

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I think i found a pattern. The suspect is always the first person your "starting point guy" calls. Got pretty easy at this point. Still a great game tho.

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The screenshots look awesome. I wasn't able to get it working properly, though.

The keyboard events need to be intercepted so they don't trigger browser built-in shortcuts. I use typeahead find, for instance, that pops open the browser's find-in-page search box when I start typing, so it takes focus away from the game. In Chrome, the space bar scrolled the page down when I was trying to type.

I haven't worked with Phaser in a while, but in plain old javascript you want to call .preventDefault() and .stopPropagation() on the keypress event object. I think Phaser has a .preventDefault somewhere that you can use.

Thanks for the feedback! I tried to use a couple things but there were some mixed up API references in Phaser's documentation.

did you try clicking on the game screen?

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Definitely on topic! I felt like the NSA was actually breathing down my neck!

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The text and lines are frequently obscured (when playing in browser). I like playing it anyway, which says something good about the rest of the design.