I'm a bit lost now so exactly what do I do cuz I'm getting so lost on what to do now! :)
You are a [Robot]. You would like to go [Outside].
This is a [Platformer] without [Direct Input]. Insert floppies to direct [Eddie].
Pay what you want for the [Else Walker OST] on Bandcamp!
[Music] is by [Greg Gervasi] aka [VidaZen].
[Game] was [Programmed] and [Arted] by [Kevin Cole].
Made for GMTK Jam 2018 : Genre without Mechanic.
If you like this game maybe check out my roguelike Haque!
- Else Walker PostmortemSep 03, 2018
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Lovely game! :D I'm curious how long it took to make? :
Thank you! I think 48 hours?
Uh... Hey. You have your music link set to the wrong album...
one of the great game on itch!
that was such an amazing game, really good job to everyone who contributed in this creation, from the bottom of my heart really thank you for this awesome experience :>
idk, im stuck after I got wall. there should be instructions before you play!
The idea is awesome, and the music is interesting. Like it
what a great little game.
How do you insert the floppy disks?
This is wicked cool, and a wonderful take on GMTK Jam's theme! Any chance we can get a DS port? I feel like it would really shine there. ;D
Do you even know how much it costs to get a game on ds?
Plus, Nintendo probebly won't give that tiny develepor the oficial nintendo thing to make ds games.
Really cool! Would love to play more with an improved UI :)
Excellent idea & game ! I work in a library and we plan on using it for a programming introduction session with kids :) I'll buy your other game for support (...and fun i hope ^^) - Fabien
Wow a really fun game - love the floppy disk aesthetic!
Just a heads up, the game runs way faster than intended on high refresh rate monitors. I didn't realize until it seemingly expected superhuman disk-swapping reaction times.
Cool little game though, I especially love the whole floppy disk aesthetic!
Good fun, great m
The weird layout you have with this game combined with my monitor's dimensions makes it almost literally impossible to play for me. You have to keep scrolling up and down over and over in order to see whats going on while also being able to interact with the controls at the same time. It's nigh impossible and incredibly frustrating to deal with.
KingTwelveSixteen, you can hold control + the minus key on your keyboard (or scroll down) to downsize the page (i had the same problem as you)
I love this idea. I like the pixel graphics and the mouse only interface. I really like the music! Great job on this game!
This was really good.
This is so good! got a feeling of papers please, the idea is so well done, i dont know if i`m dumb, but i coudnt make it full screen so i have to go up and down on my browser to view the game and switch inputs, other than that the game feels amazing, not surprised if it shows up in the video
Really love this. One minor suggestion would be being able to switch out the floppies without having to take out the other one. Just drag over it to replace. Other then that it's wonderfully designed.
This is a really good suggestion. I've been playing some games with similar control schemes and they all do this.
This is a great idea. You should expand this and make a full game out of it. It's fun and engaging both as a puzzler and a platformer
What a rad concept for controls. I really enjoyed the areas where you had to plan out and swap disks on the fly. To be honest, I was just a touch sad that the game ends after you get a very specific tool and disk. I would have loved to see the puzzles that could have come after that. Other than that, it's a super rad game. I hope you add more rooms onto it in the future.
Really nice visuals and concept. I wish you could just swap a floppy with another without first having to vacate the slot, though. It would make fast-paced sections easier, I think.
Great game man, I got stuck at the part with the robot shooting at you. The player robot comes jumping into the scene and get's blocked by the single block above the beam, which makes him jump at the right momement. Unless you put the jump function in at exactly the right moment.
I really loved this game! It started out as a simple programming-type game like Human Resource Machine, but then evolved into an actual platformer. I really like the idea of having to combine planning your moves ahead of time through trial and error and real time controls like in a classic platformer.
The only complaint I would have with it would be that moving the floppy discs was clunky. That didn't hinder my enjoyment of this build, but if you were to expand on this game in the future (which I hope you do) maybe build in some key bindings or make floppies snap into their slots from a wider range. Also, my floppies started to get a bit cluttered in my play space. It would've helped if there was a dedicated space for storing your floppies, potentially slots of a different "neutral" color on all sides that are only meant to store floppies (I was keeping my floppy discs on the side that they were used on, red on the left, white right, black bottom. Having slots on all sides will accommodate that type of organization.)
Over all, I'm really excited to see what you do with this game in the future, if you do anything. Really cool concept, thank you for making this!
Very great idea.
There is a bug tho. My robot flips and went back through an entrance :)
Hmmm. Interesting game concept, I love it. As other have said the graphics are cute. However I'm gonna gripe about gameplay, I felt that the puzzles presented demanded better control over the character than the control mechanic provided. With that perspective this reminds me a lot of the games made by Bennet Foddy, and of Flappy Bird.
The difference between this game and thoes, is that in thoes games the problem was at first blush impossible with the given controls, but eventually with the mastery of the controls you accomplished the seemingly trivial problem with your mastery of the controls. In this game, you're given controls that are complicated by the interface of juggling floppies, but you have a problem that in certain scenarios demand immediate responses. This control scheme feels more suited to a turn based simulation, or a problem where you could solve most problems with one configuration each, the control scheme screams LOGIC GAME, but the levels say physical mastery game.
I eventually got frustrated in the room after obtaining the spikes object floppy. The Tristate If was not enough logic to incorporate all that one screen threw at me, which required you to stop walking to reconfigure Eddie's control logic before each of the presented micro problems littered all over the screen. Progress was slow and arduous, and a given recipe doesn't always solve the same problem, due to Eddie's positioning within a tile, it was very frustrating.
I feel this game would have been greatly improved if the position of Eddie was more tile based, as the positioning of features are tile based, and the logic Eddie uses is tile based. I also feel like the game would have been better, if on each screen there were 1 or 2 Eddie configurations that would get you through that screen. Many times I defaulted to just plugging in the command I wanted Eddie to do into the final else block: Walk, stop, Flip, stop, Jump, stop. set up a condition to jump over a wall ahead, walk ... stop. Laborious, tedious, frustrating, and boring.
I admit, I looked at the control scheme and immediately presumed this to be a reasoning and logic game, where the platform problem presented to you expressed a truth table, and you could set up your tristate if to one configuration and it would solve the room. I guess the problem I have with this game is that the levels are put together without consideration for the control scheme, and this schism of genre is like Genre without Mechanic but it's more deprecating to the experience of the game. Again I don't want to say this is a bad game, far from it, I LOVE the idea in theory, but I feel like the spirit of the game was lost as the levels were being put together. It feels like you made the levels for a generic simple platformer game, and you tacked on a control scheme from a different game.
I don't mean to be harsh, and I think it's a cool idea, I just feel like the execution as a whole fell down at level design. Then again maybe your aim was to pair controls and levels that didn't work together, I would suggest you maybe avoid doing that in future. I hope to see this game developed further and the levels modified to compliment the control scheme more.
Hey thanks for writing this out and expecting so much from the game. I think these are valid critiques of the level design, controls, and mechanics. About halfway through I decided the game didn't look pretty enough and I spent a bunch of time tweaking the art. As a result of this and other decisions, level design was kind of crammed in at the end and I think the mechanics suffered and I fell back on established platformer tropes which did a disservice to the underlying ideas.
While I'm not sure if there was a chance of EW reaching its full potential in just 48 hours, that doesn't invalidate your critiques and if I end up going forward with this game I will take this post to heart.
Actually you've made a very good point, I didn't mean to seem like I was beating up on it with criticism, I know it was part of a 48 hour competition, I was just trying to give some constructive feedback. I really think this could be a great game, I generally don't leave critique like this on every game, just the ones that I can see a great potential in. I think you should build on the ideas you have in this game, it could become something really great.
Super cool game Kevin! Loved Haque and you just keep on surprising me with your creativity.
I loved this! The aesthetic is adorable, and the game itself is really clever. If only this was made in the heyday of the DS, this would've been perfect for that. Bravo!
Fun idea, though I'll admit that I got stuck early -- first at the room with the "below" disk, then at the room with the "empty" disk. I felt like I understood what I was attempting to do, but then couldn't work out the mechanics to do it.
I'm generally not great at puzzle games, so I find "hint" mechanisms which can give me a clue when I get stuck pretty helpful; I don't know if it would make sense here, but something to think about.
Cool idea, even if I ended up being very bad at it!
ooh good idea, if I end up building this game out I’ll try and incorporate a hint mechanic
Very smart concept! Good job.
Very nice! Super polished, gameplay feels good too! My only complaint is that the game window is very annoying. I constantly have to scroll back up to see where Eddie is going, then I have to scroll down to control him blindly.
Thanks so much! Zooming out in your browser (ctrl + mouse wheel in Chrome) might let you see both windows at once, but yeah the game size is a little clunky
cool gane. i've seen a similar idea so it's not 100% original. it's still a pretty cool gamethogh
Very well polished, cool concept. I like it!
Played through this on my channel! Not what I expected from the start, but super fun! :D
Cool aesthetic and idea! I wish it were a little bit easier to switch out the floppy disks though, since I found myself doing a lot of quick switches to (maybe cheese?) get through rooms