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tessishere.bsky.social
Makes games @ beekie.itch.io! Please use they/them for me here. Have a nice day!
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oooh cool! I'll look at this more closely when I'm at my desktop. Thanks for the recommendation!
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Here's vague thought: some sort of tool or add-on for a pre-existing tool that makes it easier to create menu-y detective games (like Case of the Golden Idol). (Big caveat though that I don't even know if I would use it!)
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this reminds me of youtube video essays. for me, they often prompt me to wonder "why is this so long" or even "why is this a video." I know the answer is often financial incentives, but that's an unsatisfying answer. Your suggestions—distraction, padding, fear of density—are more interesting.
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So much of creativity is just giving yourself permission
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are you building this in Godot? (I ask because one of your earlier screenshots has a familiar-looking UI, but I'm not sure)
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do you prefer en dashes, em dashes, or the corresponding dash for this symbol? www.poetryfoundation.org/poems/160630...
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oh wow that is a brilliant idea / connection / way of looking at games. I wish I could have been at your talk!
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this is such an elegant way of encapsulating how I've been feeling about a lot of the games I've been playing recently...
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it's hard to draw the line between busywork and pleasure sometimes. repetitiveness (derogatory) and repetitiveness (desirable) 😆
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okay people playtested this and apparently it does not feel intuitive/good at all. damn
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Okay, I think I've come up with a good friction system? The idea I've implemented is that friction only goes "bottom-up," which seems to work well... www.puzzlescript.net/editor.html?...
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I think not having friction makes it much clearer what's supposed to happen. the 2x3 block moves first, and then the L block falls due to gravity. (I haven't found a PS-y way of including friction, but I also haven't looked very hard—the results of no friction seem less likely to be confusing)
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Completed! This is a beautiful game. I was trying to make something with a vaguely similar concept for a while last year and I couldn't get the design to work; you've managed to get everything here to work extremely well. So yeah, I had a lot of fun playing this!
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In Stars and Time is my favorite game and Christie should definitely play it, but it took me 22 hours so playtime definitely varies
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Wow, that is unbelievably gorgeous! Consider me immensely jealous.
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i keep thinking about what you’re saying because it feels Real and i feel sad that i can’t grasp what feels so Important about it. and i can’t tell if i don’t understand because it doesn’t match my world view or if it’s simply because i don’t have enough experience. i guess i’ll grind for more xp
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I should add that these layers would have to be separate from collision layers, because many games use a lot of different collision layers
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User-defined code-fold regions would be awesome, too!
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It would also help with rigid bodies and the like… you could define # = Crate U = ConnectUp D = ConnectDown etc And stack, instead of having to have a separate symbol for each combination.
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Fake-3D games are a main one, since you could avoid having to create a symbol for every combination of objects at different heights that you need. So it will require less of having a hundred versions of Q = WallHeight1 and WallHeight2 and CrateHeight3.
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This would be a very big change, but being able to stack levels on top of each other, with the contents of cells merged together, would be amazing for making certain games.