CulturedUrbanite VideoGame Selects.

im definitely not joking !

I think you should send it to notjones, he could make more use of it.

i will consider it if he's on Santa's nice list in 2027 or around then

Game development progress: Completed after 4 days (Many production delays + Weekend off).

1 Like

@CulturedUrbanite Let me know if you need help on your game.

I spent 3-4 "games" trying to figure out how to jump

Z is jump but I'm moving my character with the arrow keys????????

You are not going to make it dude.

X is the same as Down. Z is not the same as up? How did this make ti past QA?

The intended control scheme is like this

X being an alternate dash key for handicapped no-numpad gamers

2 Likes

I would've added a Help Screen but I didn't have the production budget for that

In general I do believe that my most revolutionary game idea is the new numpad-based control system, which utilizes more fingers simultaneously than any other keyboard system.

you're a turbo brainlet: revolutionary control systems are things like requiring your player to play a game to play a game. Dark Souls would be a "good game" if your character was controlled by like playing Minesweeper or Solitaire.

1 Like

requiring your player to mash the spacebar with their dick isn't revolutionary, it's gay.

1 Like

This is good -- it just needs a plot, tutorial, and difficulty slider.

isn't this just a standard tabletop RPG

Revolutionary was a bit of a joke but keyboard controls in modern games are severely underutilized and most of the time outright ignored. I just wanted to point out how it could be improved.

I think the game-in-game idea is great, but it isn't really what I would call controls.

1 Like

In order to implement jone's suggestion I think you should have players solve a fun problem quickly before the round start, wario-ware style.

2 Likes

"rolling dice" isn't the really the same as playing a game of minesweeper. it becomes a game when you have the decision to save a dice or something, so in some sense yes, but in others no.

1 Like

the core idea is to place cognitive load in playing the control game to multiply the difficulty of playing the outside game.

No difficulty slider in my game sorry.

Nice encounter design. Seems familiar haha

1 Like