Hello.
That is a good point! I forget that Apple tends to deprecate and remove things over time, whereas the 32bit Windows and Linux builds will still work.
The Mac OS X build is for 32bit Intel.. I've now specifically marked it as such to avoid confusion, since you are correct in that it no longer works on modern macOS systems.
Grim is almost ten years old now! I can't promise I'll be able to update it to work on newer systems any time soon, but I will have a look into it when I find some time.
Thanks!
Doing any kind of text-based story games in such a low resolution is always a challenge, but this one worked well, and the whole art style certainly helped provide the bleak atmosphere.
Good job!
( Browser went funny and submitted this twice.. I deleted the other one, should you have gotten multiple notifications! )
But isn't that how you actually cast ? ;)
The bits on the map show where the items actually are.. originally, I was going to have them represented in the main area as well, but couldn't quite figure out a way to do it without completely muddying the screen.
It's also meant to be a badger.. think I may have modified it a bit too much from the original design this time!
Thanks for Playing!
Very polished game. I even loved the little splash animation at the start.
A little biome to much about with is certainly my cup of tea, and I could see myself spending ages tweaking things to see what appears. I echo the same hiccups with others in that Chrome doesn't like to lock the mouse wheel to the game, and scrolls the page, which is a nuisance, and being able to click through on the tutorial would help.
But yes, reminded me of Creatures and Little Computer People in a way!
Very well polished and certainly one of the more readable 3D games in 64x64 I've seen. Felt very much akin to Stun Runner, Sky Roads, and can definitely feel the echo from the other comment of No Second Prize and Vroom when using the mouse to control.
Slightly disturbed by the fact my spinning cube appears to bleed when the game is over, though!
Really enjoyed the first set of levels.
Muddled through the second set.
Rage quit the third set...
The random skull movement spoils it a bit, I think.. if they had defined paths, or even just bobbed about in a circle, it'd feel a lot more fair, and still be quite challenging.
I definitely loved it during the first set though - they felt perfectly balanced.
The map generates one location for each of the 16 items, and between 5 and 20 other things randomly, so you can definitely catch em all... I perhaps should've just left it scattering the 16, but hindsight is a wonderful thing.
As for pulling it in with Pixel Beard.. I'd need to rewrite one of them! Pixel Beard was GMS2, this is my own C engine exported to JavaScript via Emscripten ( because I clearly thought 64x64 wasn't enough of a challenge... )
Sound is clearly my weak point, so will have to concentrate on that Next Time(tm)
Thanks for playing!
I sat for a while trying to figure this one out, and there's quite a bit to this.
I did have to scroll up and down a fair bit to figure out what did what, but then at 64x64 there's not a huge amount of space to try and explain within the game itself!
My main annoyance was I think that the cursors should rotate the robot first, and then move in that direction if it's facing it. I kept having to backtrack a bit as I pressed left to "turn left" and ended up "turning left and moving one left"
I managed to get some factories working but I didn't manage to get the door open.. think I'll come back to it later and have another go when I've a bit more time to sit and think!
My heart sank when I saw this pop up! Thankfully it seems we both went in different paths; this one being more simulation-like, with mine being somewhat arcadey, so there's room for both of them!
I did enjoy this, and the different take on the sword-fighting mini-game was nice as well. The graphics are absolutely lovely too.
So I played it thinking it was quite constrained at 64x64.
Then I read the comments and realised you could scroll the map, tried again, and had a better time with it. Though to be fair, I'm not sure how you could show that the map can be scrolled within the confines of the game without explicitly pointing it out in a tutorial pop-up or something.
Either way, enjoyed the game!