I think more than anything I'm wondering if there's already an existing philosophy out there on how to think about the logic at all. Just having the language for "oh this is a loose-ends style choice labyrinth"(for e.g) would be a good jumping off point for sorting my thoughts.
That said I hope to make do either way!
Dandyroot
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Does anyone know of any good guides for making puzzles satisfyingly solveable, but not trivial or chaotic?
My game idea more or less revolves around a central moving-pieces-on-a-board puzzle mechanic, and I want to try and incorporate multiple possible solutions and gamestates. However, I don't want to incorporate too many, as I want to make art and dialogue to accompany the different solutions a player might find. If there's any info out there on how to manage the logic and flow of a puzzle, it would help a lot
Nice to meet you!
I'm Dandy, and if all goes well this will be my first time both participating in the strawberry jam and making a game in general. I'm learning to code in the Godot system now.
What I'm planing is something like a puzzle/crafting and visual novel style game. Going off the "fusion" theme, the premise is that you are an alchemist who helps clients meld with one another for all manner of reasons. Kink, Improved Battle Prowess, they got dared to, or heck maybe they just wanted to see what it's like to be tall for a week. You accomplish this by solving puzzles where you bring together their traits in an alchemical circle, guiding combinations towards a desired result based off of alchemical rules. depending on how each puzzle resolves, you get different fusion results and possibly a short little VN-style cutscene of the client's reaction.
This is my first time attempting a coding project, so I haven't much context for how grounded it is. But scope aside, there's plenty i hope to learn pursuing it!
oh, i think i explained incorrectly
now that i know what event it was, i actually want to get through it, so as to get the achievement.
but i don't know if me exiting out of the event after it had started means that it won't start again on this save today, locking me out of it, or if i can keep retrying for it (in which case, i'd be curious what i'd need to do to get the best chance of it happening/to not accidentally guarantee that it won't)
I booted up to play today, then during a sunrise sirens suddenly started going off. i panic-quit, searched around on the wiki, and realised this was probably a [Bad Sun] event. The wiki says it only MIGHT show up, and only on the *first* sunrise of the real-life day. since it got set off but i quit out, will it show up again or am i locked out for this go-around?
Update: I did eventually get it to proc again, thank you for the insight everyone. it turns out the amount of time i had been waiting on previous attempts to get it to trigger wasn't enough.
I had stayed up to try and send off enough data drives on time, and was at pretty low stamina but DID manage to get to the bed and get to sleep. But, then some event or entity got close to the base, and i was booted out of sleep. I posted up in the room to wait it out, but eventually realized there were a few faint moving pixels in midair *on the bed with me*.
Is the insomnia demon taking advantage of my sleepless state to jump me? I quit out, I am meek and easily scared and didn't want to deal with this thing's jumpscare AGAIN, but the next time it happens is there anything i can do to get it to shove off?