In Fistula Foragers you manuver Epitelial Explorer One down the cavities of the fur-skin you dermites live on to salvage the miau-pow energy sources that drives your society.
Many features had to be cut short, but it's a rocket, dive through generated fistulae for now...
First try using Phaser, and real javascripting... I've got a generator issue that makes the game not work on Chromium but I'll try to fix that tomorrow.
--- UPDATE ---
I dove down the bug fistula that caused the game not to work in Chrom/e/ium/ and fished out the iterator lurking in the bottom. Now game should be fully compatible with most browsers. Let me know if it's not.
--- WRITE COMMENT & I'LL PLAY YOUR GAME ---
I know this turned out very bare, but I'd happily take any constructive feedback. In fact I'll even take a simple 'Played it, now play mine!' and that's your ticket to me playing your game (as long as I don't have to install annoying things, have a Mac or Phone, need to be many people).
I think LD48 is 1/3rd making game fun, 1/3rd seeing many takes on the same problem and learning from their mistakes, 1/3rd learning from peoples reactions to my games. Voting doesn't count as a reaction, voting is that extra 12% that shows you really mean something, because who ever settled for just 100%?
@kbm it requires Javascript 1.7 for a solution I made while implementing the algorithm for fistulae creation, at least in Chromium it doesn't work and since I don't have other browsers I put it as only FF rather than having tons of complaints about it not working. I'll try to find energy to work around that later today. Think that's the type of bug allowed to patch according to the rules. Could even be considered porting it to new platform...
I wasn't sure what I was meant to be doing, just exploring? Worked fine in internet explorer too. Best thing is the controls, nice and slidy. 2nd best thing would be the graphics, reminded me of Samarost somehow.
I thought the controls felt a bit floaty, but thats what makes it challenging. Really didn't know what I was doing at first but eventually figured it out. Wish there was an ending screen.
Is the tunnel randomly generated? I think I got unlucky on my first playthrough which caused some confusion. Second time was much better I had walls to weave through. It controls nicely.
I foraged a while and didn't find anything. I like the little ship graphic, but I was really missing a jet blast coming out of the bottom when I applied thrust. I like the cat fur at the start. That was quite creative
It's much easier when I let the rocket falls down slowly to avoid damage instead of flying down to the bottom. But then I couldn't bring the yellow thing to the surface as it usually disappear on the half way. Did I not take it fast enough?
I guess you got a lot of troubles with Phaser because the new version was just released, broke backward compatibility and was leaving a lot tutorials in old version. But the most important thing is that you could make it playable and submitted in time. Hope I can try v1.1 soon.
I had a bit of a trouble finding the tunnel at first, but after that it was cool. Would have loved to seen some more gameplay elements, like dodging traps or something, but all in all, good work :)
Nice take on the theme - everyone else is going underground or under water, so it's nice to have a different location for a change. ;)
Solid gameplay, neat graphics (I really like seeing real-life textures make an appearance in LD games). I think you've got a solid foundation here and I'm looking forward to seeing the 1GAM version of this. Great work!
Interesting interpretation of theme. As for the game, well, first I hate the gameplay to move the player :( It's personal and I have seen it in a lot of phaser game ( I think there's an example with that type of control/physics , that may be why ). Other than that the idea is fine. Maybe making the edges harmful would have been an idea, because here I didn't really understood why I died, or what I could have done to go further. Sorry for the long comment. Cheers.
@pandavigoureux It was actually rather the other way around with idea first and decision to use Phaser later on. That tutorial did help, yet reason for my game being so lacking in those other respects were difficulties in implementing the details of the ship-control that makes it slightly different from the example. But enough of that, first I read your comment as a critique of the ever common way controls affect the main protagonist (in my case the ship). And I thought that, but for an other game, could be interesting. If you only affected the walls of the level and the ship kept sinking along whatever path it decided. Somewhat like dungeon keeper (or what it is called) but fighting for the ship rather than against it.
After I got the "You made it message" I dunno what to do anymore. I find the control fast and slidy though. Which is nice, but needs getting used to. :)
@d__adee That was how far I made it during the compo. Would have been nice with a great "YOU WIN" or even better to have that story around it all that I'm working on now.
good entry! i like the concept for sure, and you are right, its a tad bare but a good start. the idea of diving beneath the surface of the skin was on my list too when i was coming up with concepts and i think you can expand this out with even some educational aspect along the way
The first time I played, I couldn't understand the game because I went down from outside the map maybe? After refreshing, I got it. Sometimes it's just impossible to beat, but good job, and good take on the theme.
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I thought the controls felt a bit floaty, but thats what makes it challenging. Really didn't know what I was doing at first but eventually figured it out. Wish there was an ending screen.
@tripleVisionGames: the bottom of the fistula/tunnel has a yellow thing to be picked up to the surface.
@borrismoose: yes it is randomly generated using a field, some noise and a general direction. Haven't fully nailed the generation yet.
@recursor: animations, enemies and more I unfortunately had to cut (uploaded 6min to deadline), but I'm working on a v1.1 that will have all of that.
I guess you got a lot of troubles with Phaser because the new version was just released, broke backward compatibility and was leaving a lot tutorials in old version. But the most important thing is that you could make it playable and submitted in time. Hope I can try v1.1 soon.
@BoaHeck_ArtGent, music is definitely one thing I will add for my updated version.
Solid gameplay, neat graphics (I really like seeing real-life textures make an appearance in LD games). I think you've got a solid foundation here and I'm looking forward to seeing the 1GAM version of this. Great work!
Maybe making the edges harmful would have been an idea, because here I didn't really understood why I died, or what I could have done to go further.
Sorry for the long comment. Cheers.
But enough of that, first I read your comment as a critique of the ever common way controls affect the main protagonist (in my case the ship). And I thought that, but for an other game, could be interesting. If you only affected the walls of the level and the ship kept sinking along whatever path it decided. Somewhat like dungeon keeper (or what it is called) but fighting for the ship rather than against it.