DarkCoding by TwixtorTitan
DarkCoding
Everything you code happens IRL!
Start using your fireBall();'s to clear the level!
Available commands:
setDelay(int);
setLooping();
fireBall(Direction);
water(Direction);
Direction.up, Direction.down, Direction.left and Direction.right
I was planning on adding way more commands, synergies and a progression system but i ran out of time due to the beautiful weather! This is also the reason why there are so little animations.
Note: The editor is case sensitive and you must close lines using a semicolon.
Everything you code happens IRL!
Start using your fireBall();'s to clear the level!
Available commands:
setDelay(int);
setLooping();
fireBall(Direction);
water(Direction);
Direction.up, Direction.down, Direction.left and Direction.right
I was planning on adding way more commands, synergies and a progression system but i ran out of time due to the beautiful weather! This is also the reason why there are so little animations.
Note: The editor is case sensitive and you must close lines using a semicolon.
I kind of wish the spellcode carried over after failure (since it's so easy to mistype/misunderstand syntax) or worse, die and lose that beautiful code. Though I understand the story point is that it's dangerous to be fiddling with spellcode... I dunno, seems a bit extreme. It really makes me not want to experiment more with the coding part of the game after getting something working. It's kind of like "write code for the adventure and then don't touch it", it's simply too risky to modify the code on the fly. I would have rather just had it sputter and fail, leaving me helpless to mobs for a moment than completely kicking away any progress I make.
I enjoyed the sounds, specifically hearing the typing sounds that shadowed my real typing. It's a sort of neat effect getting that "hacker" feel like you see in movies, just hearing the keystrokes as you work on a new spell.
I mean, the idea itself is very inventive. I just think it could use some modifications so that it's not so punishing to experiment with the game. I wasn't sure what you expected for the loop syntax for instance, and since I knew it would restart the whole thing over I just never bothered with learning it. Perhaps some bits of example code leftover by a dead spell hacker you stumble on for instance, could be pretty useful and also provide a nice narrative backdrop to an area.
Actually, now that I think about it... finding the documentation scattered about the level could have been a really nice way to gradually give the player more and more control over their code. Rewarding them for overcoming challenges and introducing things at a decent pace.
I definitely had some control issues and had some bugs with slots becoming unavailable after a syntax error. I would've loved if the game started in a less perilous situation - give us something to shoot that isn't about to roflstomp us in 3 seconds, like an inanimate crate or something!