Currently working on implementing and testing various game mechanics I want to include. Using placeholder animations but will refine them later.
Solo-developed by @MicalPixel
| Wishlist on Steam | https://store.steampowered.com/app/3734760/ |
| Wishlist on Steam | https://store.steampowered.com/app/3734760/ |
Currently working on implementing and testing various game mechanics I want to include. Using placeholder animations but will refine them later.
Allow me to brighten your day with this 150th consecutive ScreenshotSaturday Mastodon Musings, a feature of hand-picked posts with comments from yours truly.
This week, the creative coolness of @maarti_ @taxicomics @maygame @maxim @LordWolfenstein @gertkeno @breakfulus and @Darsycho2 was featured!
https://www.wraithkal.com/screenshotsaturday-mastodon-musings-may-2-2026/
This being is called a Mimic. They will copy anything that May does.
Move.
Jump.
Whistle.
Trigger globe switches.
Call a dog over.
There's a lot of synergy here and I intend for the game's puzzles to take full advantage of that.
That hidden object listens for Godot event signals and can trigger events of its own.
It also uses my scripting and expression systems, and should work with any kind of puzzle objects and conditions. Very pleased with how it turned out.
One puzzle-tracking object to rule them all. 🙌
One of my game's puzzles involves leading these dogs onto these "Paw Pads."
It's similar to block-pushing puzzles. But with more dogs. :3
A hidden object tracks which ones are pressed and can make things happen if various conditions are met.
🌸 Happy May Day! 🌸
Development on May and the Amazing Bouquet began two years ago today!
(oh my gosh how is it 2 years already??!!)
There's a new Developer Diary looking at the last two years and covering everything from April's refactor.
https://store.steampowered.com/news/app/3734760/view/659356977751655027
@IvanDSM Thanks. Though I definitely want to have this playtested too. Players probably aren't used to such a thing and maybe there's a better way to communicate it.
My original idea was to slowly reveal the choice text so the player has a moment to realize it's there and stop mashing A, before A-presses start having an impact. But slow text is, well, SLOW..😅
Until up/down is pressed, A will do nothing. So it should be much harder to choose by accident.
The downside is the player must press up/down AND A to pick a choice. 2x the button presses. But honestly is that so bad?
One thing that always trips me up in games is when the same button is used to advance text AND pick choice #1.
I'll frequently pick a choice by accident. :/
What if *no choice* is selected by default? This forces the player to press up or down to pick one.