Below you will find the current state of the puzzles in the game’s first level (except for the central mines puzzle, which … takes place in too large of a space to capture in a screenshot). If you’re worried that they look too hard, they probably are. But then, they’ll be too easy for some people. So rather than worry too much about what can’t possibly be balanced for everyone, I’ve decided to focus on integrating an optional hint system similar to the codec in MGS, which is IMO one of the best hint systems, because it disguises the fact that it even is a hint system by also being the main place for the player to go for exposition. Because you can pretend you’re just interested in hearing about the flora and fauna of Alaska or whatever, it doesn’t make you feel bad for using it, like you might if you went to GameFAQs, a defeated coward.
I’m trying to remind myself that the content of these puzzles is on some level arbitrary. They’re essential as things for the player to do that take time and that focus their attention in particular ways, but them learning how to do *these* particular things – pushing and pulling boxes, compacting or burning trash, using a crane, and as of today, crawling through wires and turning on and off electrified floors – is only important to the extent that it will serve my larger goals in the type of experience I want them to have. Maybe then I should focus on making the game as accessible as possible so more people can have that experience; maybe I should set aside my attempts to try out all the nearly infinite configurations of box placement to find the most perfectly interesting situations. Because this type of “interesting” isn’t what I’m aiming for anyway.
Today I added fire and poison, which may sound like the components of a very videogame-y videogame, but I assure you that you don’t need to worry about that. I said many months ago that the first level was “essentially mechanically complete,” but that was a total lie, because there were all these “small” things I wasn’t counting. Now as I implement them I’m starting to see dynamics that I didn’t even expect at the same time as many difficulties arise in tying all of them together into one working system. I’m trying to accept that there will have to be compromises somewhere, even as I now go back to revise some of the game’s first puzzles, which I first made 2 years ago. One day all these choices will be set in stone, and it will be as satisfying as if I had burned the whole thing down.
Sorry I haven’t responded to your letters in a long time (almost two years?). I’d like to say I’ve been busy working on a game all that time, and that wouldn’t be entirely true, but I was working on it part of the time. I’m excited to announce Time Bandit: Adventures in Search of Lost Time. It’s a real-time game that takes a very long time to play. Here’s a website with a whole bunch of GIFs: http://timebanditadventures.com. I hope to write you more often in the future.
i startled and found my head perceiving something unexplainably unreal in something i can only call ”’some other dimension.”’ i met and befriended the beings there. they were all two happy too receive me, and adopted me into their family despite the discrepancies in our physical sizes. i tell you (listen), i lived out my entire life…—… i lived, and died, and when i awoke our website had loaded.
nothing playable yet but hopefully soon. i’ve been getting obsessive about writing super organized code, to the point where i’m kind of just treading water, but i’m enjoying myself so i guess it’s ok?? i can kind of justify all the rewrites by saying that once i have the foundation down it’ll be quick to expand. we’ll see. more than likely i’ll just start over a/several dozen more times
all adders and healthy bushy greens churned this up. or well, at least there were several interesting fuckups along the way which i’ll show 1 of first
in my highmind i was thinking WOW!need to make this the freaking game!! but then the prospect of wrestling with something i don’t understand for ++months/years put me in my conservative place
so i finally got to this place
which felt like such an accomplishment at the time but then i realized it had to be a tube so rewrote it and finally ended up with what i think i’m going to build off of
i’m thinking you’ll be playing all along that green helix while the ai sits&develops in the white helix. you’ll maybe interact w (or, eh er, launch bombs at) the ai through screens but actually being able to visit the white helix will i think be a ‘big reveal’
what i decided was that it needed hills so i added hills. it’s actually surprisingly easy (and nerdyfun) to do things like this thanks to perlin noise. the next step is to mold it into a giant helix that illuminates in a fog of war style reminiscent of routezero (if i can pull that off even).
i think there will be a rising tide mechanic that forces nomadic gameplay [but i hope to communicate that the perpetual movement is taking place only through time rather than at all through space– but if ppl are confused, or it’s not obvious, then oh well]. i want players to feel compelled to dive into the tide and destroy old structures they built in pursuit of resources.
as you can see it’s rotating hexagon fractals again, but check out that randomly generated terrain! the white shit is milk. the main resource in the game is milkshakes a la pta’s twbb
We’ve been asked many times by perplexed players how it is exactly that a pharaoh dances, so we prepared a new trailer to explain.
Now that you know some of the steps you need to take to survive in the land of the pharaoh, try the demo. When you’re practiced enough, you can preorder Pharaoh’s Dance for a reduced price of $4.99. Pharaoh’s Dance will be available later this month.
A demo for our new game Pharaoh’s Dance is now available. If you approve of its contents, you can preorder the full game now at a discounted price. All this and more can be accomplished on the Official Pharaoh’s Dance Internet Webpage.
How Does a Pharaoh Dance?
Pharaoh’s Dance is an action-platformer-roguelike that takes place on a giant spinning carnival contraption. As you ascend, your air supply will deplete. Dive into the abyss and hope that fate brings you the good fortune of oxygen. Collect coins, sell crystals, slow time, and live the high life to the tune of a dynamic jazz-inspired soundtrack. Gamble your way to the top and enjoy riches—or fall forever into the abyss like so many others who have come before you.
Pharaoh’s Dance started with one small wheel that has been under construction ever since. As technology improved and enabled the mining of more resources, the wheel’s rate of growth increased exponentially. Now no one knows how high up it goes.
- Challenging arcade platforming gameplay
- Randomized stages and permanent death
- Dynamic jazz-inspired audio
- Four difficulty levels: Casual, Normal, Intense, and Insane
- Slow down time and dive into the abyss for air
- Sell coins and crystals and upgrade your air tank, parachute, and stomach size
Play the demo and preorder Pharaoh’s Dance.