@inphanta Hey, thanks so much!
A few things:
- The mobile version's control scheme sounds like it's better suited to your tastes - you press one action button to jump, and hit left/right while holding the other action button to rotate.
- Yes, there is definitely some more you haven't found, although admittedly the puzzles involved might not be very well-suited to YouTube content (they're very paper and pencil-oriented). There's a special door you didn't seem to notice in the artifact chamber.
- The constellation room can actually be completed without using any information from other screens.
- Glad you liked the fake reboot! The screen there is all recreated by hand (instead of actually rebooting the cart in some way). But yeah, there was no way I was passing up the chance to throw that in the game :P
Very nice work. Just can't figure out how
@Jusiv Ah finally, thank you.
Amazing little game.
Thx for making!
This was a real nod to Fez and it definitely gave me a bit of trouble.
@roobot0 Hey, thanks for playing! Glad you liked it!
If you're referring to the text you translate in the constellation room, that one's mostly for world flavor. Not all of the text in FEZ has explicit purpose, either.
That said, that message can clue players into certain letters depending in the order they go through the language, and it technically acts as a clue towards that room's gimmick if they were somehow still stumped on it.
Ok, from what you've said so far you've deduced:
"Butterflies" and "End", which should be a good start. Yes, other pieces of text use other characters, but all text in the game is relevant to the room you find it in so it's possible to deduce what those characters mean. No piece of text in the game is just arbitrary.
Now, there are some quirks with the language.
There also may be some subtleties to how the language is read that have tripped you up.
Hope that helps!
Hoo boy. And I thought 3D was difficult. This is a nightmare - at least to me. Seems like everyone else picked it up quite rapidly and is having a ball. Well that's good then.
But it's very tricky to get my bearings in here. Reminds me strongly of BRANDISH.
In Brandish, every time you turn left or right the whole screen literally turns 90 degrees.
Well, different things click differently for different people. FUZ is technically 3D, it's just played from 4 specific camera angles. I consider FUZ's system quite faithful to that of FEZ, its basis, given the limitations of PICO-8.
Brandish seems agonizing to watch due to the lack of a rotation effect, geez. I find it quite tricky to track and process that game's rotations visually, especially with how far the player's screen position tends to jump around.
Watching the video, @Jusiv. Yep, that would still be hard for me to understand. There was another game for the NES that did this too. Tower of ... Castelian !
I had great trouble playing this too. So it's not your game, it's the way my brain works or the lack thereof. Just can't wrap my head around 3D or related.
I remember playing Dark Cloud for the PS2 and not figuring out how to exit the first dungeon room until hours later. For some reason I didn't even see the topview of the map until Chris pointed it out to me. I can be blind like that. :)
When I write 3D stuff if you check you'll see it's not at all. I just change the speed and brightness of images until they "look" 3D. Same with my snow and star routines. I never use a Z coordinate with X & Y as I really don't understand how it works.
This limitation does make me strong and knowledgeable about programming 2D code though and in playing games that are. Because of this my greatest strength is in writing 2D databases from the ground up for businesses and places I've worked.
@Noobie I'm assuming you're referring to the one in the room with the grid in the sky? Because the last cube bit there can't be jumped to. You'll have to delve into more of the puzzle aspects of the game to reach it.
Hint: That room provides you with everything you need to reach it.
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