The Grassfires of Veldstar by Porpentine
The planet of Veldstar is a peaceful one. The eyefolk of the grassy plains live in sprawling villages of mud huts and stone mazes.
They grow magical crystals made of time--each village collectively sacrificing bits and pieces of their lifespan, just a second here and there, to slowly daub together shimmering mineral growths of hyper-concentrated chronal energy. These crystals have saved them in the past, giving them time to respond to disasters.
For centuries their stone fortifications have kept out wild animals, shielded them against sandstorms, and partitioned their villages so fire can't easily spread. But one day...
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Made in Gamemaker
Songs are generated by WolframTones
Sound effects are me in Audacity + Bfxr
Thanks to Leon Arnott for testing/feedback
They grow magical crystals made of time--each village collectively sacrificing bits and pieces of their lifespan, just a second here and there, to slowly daub together shimmering mineral growths of hyper-concentrated chronal energy. These crystals have saved them in the past, giving them time to respond to disasters.
For centuries their stone fortifications have kept out wild animals, shielded them against sandstorms, and partitioned their villages so fire can't easily spread. But one day...
---
Made in Gamemaker
Songs are generated by WolframTones
Sound effects are me in Audacity + Bfxr
Thanks to Leon Arnott for testing/feedback
Ratings
| Coolness | 62% | 3 |
| Overall | 3.76 | 70 |
| Audio | 3.40 | 123 |
| Fun | 3.54 | 121 |
| Graphics | 3.22 | 363 |
| Humor | 3.66 | 65 |
| Innovation | 3.33 | 304 |
| Mood | 3.44 | 122 |
| Theme | 3.58 | 193 |
Incredible different game mecanisms. It fastly start to be hard core. Can't pass level 5 in normal mode!
This is easily my favorite game so far. So cool, adorable eyeball dudes, cool grass fire spreading hiding grass, dat touching ending.
I think the main negative thing I could say is that some levels suffered from a sort of ... jump-puzzle syndrome? In that I found myself having to replay sections I've already mastered to get to my point of failure, which was pretty annoying.
Definitely not going to win GOTY, but I still found it strangely compelling, and thought the levels with the laser-beam-spewing-turrets were really cool in a trippy kind of sense. Other than that, main high points were probably the ridiculous audio ("It's a crystal made of MAGIC"), and the abominable(/adorable) MS-Paint eye-spawns.
Overall, a weird, wonderfully bizarre adventure. Would hit space again.
The voice acting, while good, got a bit repetitive after a while (a risk any game with voice effects runs, I guess), but the music is awesome.
For all that, it seemed to lack the... something... that keeps me coming back to your Twine games again and again. Well, it was made in 48 hours. And I do love that beam-spam.
Brutal.
thanks!
As some others have said, the gameplay gets rather repetitive. You'll just be moving towards the exit without having to think much about it, dying due to being slightly too slow, then going through the exact same motions again except changing your route by a couple of tiles. It's not so much that you have to try hard to do it right as that you have to be careful not to do it wrong; the second time you'll almost always get past your obstacle without any trouble, so it doesn't really feel like you've accomplished much.
Most of the levels feel like they're pretty much the same as the previous level (only rarely do you get an interesting new element to think/strategize about), so it feels like you're just going through the same motions over and over again. Though it must be noted that there are a couple of instances of new elements/patterns in the game, such as the part where you walk through the spiral with rapid-fire enemies shooting at you from all sides. Contrary to the usual 'walk past it fast enough not to get hit' gameplay, you actually had to walk in a small area with enemy fire all around you, which felt significantly different. Parts like that make levels interesting and memorable.
From a gameplay perspective, the execution of the theme felt rather bland. 'Beat a level in 10 seconds and occasionally recharge your time'. Better than not using the theme at all as some people do, but it's not exactly the most original use of the theme.
Lastly, a comment that doesn't affect my judging of the game, but bit of a disappointment for a Porpentine game: You wrote down some interesting lore, but the game feels like it has nothing to do with it. The environmental description is reflected in the art of the game, but other than that there's only the arbitrary time extension item in the game, which feels like it's hardly related to the lore (I can't imagine them surviving disasters with only a handful of single-use crystals granting only 10 seconds valid for only a single person). The ending of the game also amounts to nothing more than a simple 'yay a handful of us have survived'. Feels like it makes the lore a bit redundant, in my opinion.