

🎱 Fold Story
Update 2
You can also try the latest version, but it's sometimes buggy during temporary experiments...
Helmut's sprite is now animated and I finally added another area when exiting the cave, just a small forest. There are many more sprites to use and think of other locations:
So glad it finally feels more like a "real game" and I think I have some cool ideas for what to add in the future:
- Contorticum runes can be special items to allow Helmut to do bending poses, maybe can get them from characters and merge them to create more powerful runes ^^
- Mahjong battles, so instead of creating a combat system, can just solve the mahjong puzzle as a "battle", so can use my old Mahjong sprites, but create more puzzles for different characters ^^
Personally I like the idea of Mahjong or other puzzle battles as I have no idea how to implement a ballanced cumbat system + my world is peaceful 🐓... I mean 🕊️ XD
I guess for majority of people Mahjong is ok, but I would liked much more some sort of minigame I really dont know like tickling or folding character into unique shapes. Or like card game hmm.
I think you really did it this time, don't stop :)
Shifty
I don't see any reason to stop, in the past I'd usually stop making a game because it's easy to start but then you get stuck in bottlenecks like being unable to make backgrounds, no idea how to make a battle system or a plot, but here I haven't ran into any issues so far...
Shifty
Shifty
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As for puzzles.... eh... I've always had mixed feelings about that in games since many of them can be insanely frustrating. Anyone remember MYST or the absolute nightmare of Discworld?
There are a couple of alternatives to choosing between puzzles or combat. Exploration/ treasure-hunting games can be incredibly fun. Your PC has to find their way through a vast series of interconnected rooms/ areas, which makes the entire game a kind of giant maze. They also have to find certain items (like keys or treasure) to access/ get through certain areas. This was the basis of the 1984 home-arcade hit like "Montezuma's Revenge". Yes, we're talking ANCIENT history here. Allowing for the incredibly primitive graphics, the game is still challenging today.
en.wikipedia.org/wiki/Montezuma%27s_Revenge_(video_game)
It seems simple at first, until you realize there are SO many interconnected "rooms" you need to start drawing maps just to know where you are and where some things are found (since you can't carry everything at once). Some rooms need keys to get through, some need torches because they're dark. Adding to that, all the NPCs tried to kill you.
Another good concept is certain NPCs will grant your PC valuable things needed to get through either the level or much later in the game. Other NPCs will steal things from your PC. This was what made games like "Adventure" and "Haunted House" so tricky. Not only did you have to avoid getting killed by some NPCs, the other ones would swipe your stuff and run off. Then you'd have to go back to where you first encountered them and get it back... and run when you saw them coming again.
Just looking at what you've created already, Fold Story is already a 21st century Yuni version of something like Montezuma's Revenge. There's a scrolling world of places to explore, find stuff (and soon discover there are SO many places, it's easy to get lost). There's NPC interaction, the knap-sack for stuff and the chance to use them. That Bendit-Bandit" talking about robbing your PC is already half-way to the classic "swipe something and run off" game element, too.
If you're looking for a super-simple "combat system" one type is an "if/ then". If your PC has a certain item then you can overcome a certain NPC. If you don't, then the NPC beats you. Atari's "Haunted House" (1982) used that system.
For example, Shroom Boi might want to turn your PC into something. If you have a magic potion then he can't or maybe you can turn yourself back to normal. If you don't have the potion, then you're at Shroom Boi's mercy. Bendit-Bandit will want to rob you. If your PC has, maybe, a big sword then he won't. If your PC has a sack of gold but not the sword, the Bendit-Bandit could steal that and leave your other items alone. If your PC doesn't have the sack of gold, then he'll steal something else. If you don't have, say, a magic scroll to "trade", the mage might send your PC back to the beginning or someplace else in the game at random.
Anyway, this is turning into another encylopedia-length reply... Whatever you do, it's already magic!
For the main part I imagine just walking around this fantasy world that hopefully will grow bigger over time, looking at the cute characters and some kinky things they can do.
But I really like the idea that there are NPCs who can steal from you and then the item returns to where you originally found it. NPCs who can transform you into something unplayable is also an interesting idea, reminds me of some game where an NPC could steal your clothes and that made you unable to climb ladders until you finally find your clothes in one of the rooms, and climbing ladders was an important ability in that game.
The idea about the mage sending you to a random location is also an interesting one, reminded me of another game I played where you could find herbs in the forest and if you met a witch who spawned in some areas, you could give her a herb or else she would teleport you to some random place in the forest, making you a bit lost. It's definitely something to think about once there are more locations in the game...
Montezuma's Revenge "seemed simple at first"? I could never get past the first screen as a kid, when older kids got to 3rd or 4th screen from the start, it felt like they got super far!
Thank you so much for the long reply! It definitely had a lot of good ideas to think about! I'm also glad you played the game so much while it's still a simple test of the overall look'n'feel... I'm pretty sure it will grow more over time ^^
Shifty