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Joined and jamming

A topic by lostwords created 41 days ago Views: 502 Replies: 40
Viewing posts 1 to 17
Submitted(+1)

Hey all, not my first jam, but I've joined this one because the month long time frame will be sufficient for me to casually come up with and create hopefully an engaging game with the theme image.  I don't use game engines and mostly write messy javascript with html and canvas screens.  This time, I'm going to possibly create my first Isometric style top/down puzzle/adventure/quest type game.  I've started some preliminary work and will probably have a starter version published and plan to continually update it as the days go on.  Please feel free to play test and comment as I go, perhaps you can help guide some of the ideas and bug test in advance of final submission.  Until then, here's my itch link to my previous jams ( I've submitted to 8 jams in the past 5 months - my first jam was to GMTK 2025 )

https://lostwords.itch.io/

Submitted (1 edit)

Here's a very early link to my start - I'll continue to update this itch.io hosted version until the jam ends... Please feel free to comment and suggest some ideas during the 20+ days remaining.  

https://itch.io/jam/alchemy-jam-7/rate/4154591

P.S.  The idea would have been towards a maze/puzzle type isometric world where you find different bomb types that will either 'blow up a wall' to open a passage to another area, 'burn' down a door, or perhaps even freeze water to allow you to cross paths.  Ideally I'll be using the Bomb of course, as well as the other past theme icons that are suitable ( fire, key, etc )

The idea is now something close to that but will continue to evolve.  For now, it's a maze-type puzzle platformer that incorporates.

Bomb, Fire, Feather and Key.

Submitted

Okay, it's been a couple days (maybe only 1 or 2), but here's an early submission with much more work to do.  Feel free to give it a try and comment early on your suggestions, bug reports, etc.

https://itch.io/jam/alchemy-jam-7/rate/4154591



Submitted

The game is now pretty solid in its concept and fully playable with over 10 levels.  The early levels are simple to teach the game play mechanics... and to let you practice all the keyboard controls.  Things like.. move through the maze and find the 🟣 purple flowers to solve the level.  Other things like bombs, fire and feather are similarly demonstrated.


There is a level editor that I will probably continue to work on during the remaining days as well as making even more levels.

Submitted

I guess it would be better if I used a DEV Log for all this, but here it goes anyway.  

Happy New Year - working the night shift, but I have a ton of time to type away on my computer doing this Jam!

I've added screenshots to the itch page and image previews for each of the levels -- I've also used the built in level editor to enhance several levels.  If you play from the 1st level it will slowly introduce you to the game mechanics and what the various items do and how/why they are used.  Enjoy the challenge.


Submitted

Hello if you need some help with your assets I could draw a few things so it looks a bit more similar to the asset pack you used (like the blocks that are locked for example).

Submitted (1 edit)

Well, that was easy! 

I've already updated the code and now at the Levels select page you have an option to use your own uploaded alternate sprite sheet -- feel free to give it a try!  Note, this is only for the tile images, not the character or any game play - if you give me a fresh character sprite sheet as mentioned in my first reply post, I'll see about adding that in to replace the cat-head flat character.  Please let me know how it works and please share any sprite sheet you make.  Of course as levels are built, they are tied directly to the image/tile/sprite sheets, so that is something to consider.  Also, one more thing... there is a level editor that allows you to place/change the tiles for your own levels.  You can post these to the related form and within the hour they should be available for use by anyone.  Or you simply copy that data yourself locally and use/share for use in the game.  Enjoy!

Submitted

Okay I’ll try some stuff out and I’ll get back to you. But I was just thinking of editing the existing tilset so the new tiles that you made fit a bit better with the style. So I wouldn’t change the size. I’ll try if I can animate a character. What’s the preferred size for the character you want? I can just try with what you already got so it’s easier :)

Here’s what I made fore one of the blocks: I wasn’t sure what the red was. Is it blood? So should just put what I make onto your sprite sheet like this?

Submitted (1 edit)

Yes, and if you see my latest message you can actually use the changed tile set. I updated code already to allow you to upload a sprite sheet to use.  Keep the background transparent.  


If you can find a blank place on the sprite sheet, you can put a character or two right on the sprite sheet and I can use them.. either for the player or even the bomb enemies, depending on what you make and how you change the sprite sheet.  The code that determines if the block is a wall or something you can travel on is based on where the image is on the tile sheet and there are a variety spread all over.  Trial and error I guess.  Generally anything that looks like a wall is a wall ( water is a wall ) and things like flat (grass) you can walk on.

Submitted

By the way, that block (key locked) tile looks great.  The red is used on another tile was just a color I used to indicate that tile would be a bomb.  Tile (4) which is just brown, indicates that tile is where an enemy bomb would be, etc. 

Also, based on how much time you want to put into possible tile enhancements, if you even wanted, you can make several tile sets such that the whole set itself can be an animated set of frames.  

spritesheet1.png   spritesheet2.png  spritesheet3.png

Then for actual tiles, based on how many sprite sheets there are, the actual tile blocks could animate as well.  Where is is no change, there would be no animation.  For example.  The goal doesn't have to be purple flowers, it could be animated purple flowers, or anything else.

In that scenario, the purple flower on spritesheet1.png would be one frame.  The same tile, slightly adjusted on spritesheet2.png would be frame 2 of the purple flower (or something else - spinning portal or something), etc.

Right now I don't have multiple tile sheets so the only animations are the winning assets (Bomb) and other assets like fire, orb, feather, and the cat head as part of the character.  (( multiple animated frame tile sheets is probably too much to work for - continuing like you are just modifying individual ones in place is still great and much appreciated.  Again, need to preserve the transparency - I'm guessing sometimes posting those images here might lose the transparency -- we'll see.  take care and thanks for anything you create, I'll be sure to link you in credits of course!

Submitted

Okay I tried uploading it and it works great! Do get the files if I upload them too? Or should I just send them to you when I’m finished? Okay so the tile that’s red would be a brown one after you finish everything? So it’s just for visibility? That’s a good idea with animating the tile set. I might try it if I have time. I was also wondering if I should try to do some ui (like a game over screen for example) but it’s okay if that’s too annoying to change. Just let me know if you need something specific. Maybe I’ll try to do a winning animation with the bomb asset but it explodes. With the tile set animation does it have to be three frames or does the amount not matter? Also I was wondering why the sprites look a little bit blurry. I know that with some game engines you can easily change the settings so the pixels scale right but no idea how you would do that with your method. Also thanks for linking me in the credits. I don’t really know how game jams work, if you credit me will it show up as me being part of the game jam?

Submitted

All sounds good. by the way, I'm uploading a fresh version right now.  This one includes the ability to upload 0-4 tile set frames so each tile can be animated as well ( though only 1 tile set is actually needed ).  It's a little cumbersome to use with all those frames etc, but it works too.

Yes, when you are happy with whatever tile sets you do, you'll have to send them to me as files so I can include them in the build/published version. 

The latest version is now available at https://itch.io/jam/alchemy-jam-7/rate/4154591 and it includes the multiple tile sheet animation things -- if someone locally provides these sheets, their game will feature the animated tile sets.  If you do animated tiles this way and after you send those to me, I'll build those into the default game most likely.  Wow this should be looking really nice I'm guessing with your art.  The images might be blurred because I have a zoom scale on the draw ( they are very tiny at 32x32 otherwise ).  You can use mouse wheel in game to adjust the zoom.

Submitted

This link will join you to the itch game as a contributor to the jam.

https://itch.io/game/accept-admin/4154591/11443227

Submitted

Thanks! I’ll update you when I’ve done a bit more.

Submitted

All good, I've got too much time on my hands!  ;-)  I have a quiet night at work, so I'll probably be coding on this still some more, or perhaps I'll be making additional levels.  I'll try not to bother or rush you, do whatever you like/can with pixel art. 

Like I said, there is now the ability to have 5 sprite sheets for use in implementing animated tiles.  They can just be duplicates or have small changes for tiles that might want to animate. (( flickering purple flower for example )) - The currently published game has an animated purple flower, and an animated bomb platform (the platform tile that shows when YOU place a bomb down for the bomb enemies to crash into).

Submitted (2 edits)

How goes?  All good here, no worries if you don't find the time to create any more pixel art.  I've done a lot more code and have the latest version running at itch.  There are still just over 12 days left.  The published version features a couple animated tiles; the goal tile (purple flowers) and the player place bomb tile.

The 5 separate tile sheet files that comprise the tiles (and in those rare cases the animation changes for tiles) can be seen at : http://www.lostwords.org/iso-zone/SpriteSheetFrames/   If you wanted to make your own versions of these tile sets, you would use those as laid out as an example.  The normal game comes with those as default, but using the additional tile sheet system as you saw, once you have your own sprite sheets, you can upload your own 5 images for those tiles/frames and if you submit all 5 of them within that game page, the game should play using those. 

Of course if you do any tile sets or any other pixel things, please send them my way.  Based on what they are, I'll try to include/replace them as appropriate before the end of the submission period for this jam, but I have kind of already moved on to my next jam  https://itch.io/jam/comfy-jam-winter-2025 so I'm not sure what more code I'll be doing on this Alchemist submission.

Submitted (1 edit)

Hello I mad just a tiny bit of an adjustment to your sprite sheet a while ago but I still have to look at your files so I might need to change some things.

I tried to do a character with the cat head asset but the head was too big for a 32px square to make sense with the proportions but I made this character instead.

I haven’t animated and colored it yet but will try to do it soon. And no worries if you don’t have time to add stuff if I’m sending stuff too late.

Submitted

That cat looks pretty good and right on point with the Q E Z C diagonals.  The only reason I used a cat is that it was a previous asset on the jam page from previous winning theme images.  Sounds good, no worries either way, you'll find that even if you do sprite sheets later on, you'll still be able to jump load them for use in the existing game with the Use additional sprite sheet form.  No worries.

Submitted

Your question: [ With the tile set animation does it have to be three frames or does the amount not matter? ]

[answer:]  There are 5 frames for tile set animations.  These are the full tile sets, and between the 5 of them, all tiles can be the same or have those small variations that mimic animation.  If not all five are set/submitted in the custom form, it defaults to the standard sprite sheet without the frame versions.  If all 5 are submitted (frames 0-4), they are stored in local storage when the game is played and they are used to animate each/any tile.

Submitted

More game changes and tile sheet additions - http://www.lostwords.org/iso-zone/SpriteSheetFrames/

I've added limited use platform tiles ( 2 changes to 1 changes to blank ).

I've added portal tile ( Blinking green tile will teleport to a random blinking gold tile ).

You can use that link above to get the latest tile set, just in case you are or want to edit those.  (Ideally a portal looking arch or something as the portal entrance would be better than flashing green block, but time is ticking this jam is hopefully over soon!)

(( also there's some new alchemy magic -- the instructions page is updated to show what that's about ))

Submitted

Submitted (2 edits)

Yay that’s awesome!

I’m probably finished with my contribution to the game. I wanted add a bit more but I probably won’t have time. Thanks for letting me part of this project! It was a fun new experience. Also have you seen that I coloured my cat caracter? I saw that you only added the red one. But here’s my final version: https://itch.io/post/15254900

Submitted

I guess I missed that in the post from before.  I have a few small updates that I'll push to the game after the jam rating session is over, I'll put that new cool cat there along with a couple of itch suggested changes and tiny tweaks.  I'll probably be doing something in the next Brackey's Jam - but that one only lasts 1 week so I might not do as big a project as this one, but I'll have to wait and see what that theme will be.  

Submitted

Great! Have fun with your next game jams.

Submitted

Hello, and thanks for your offer.  The current pixel art that I am using is at this link ( https://scrabling.itch.io/pixel-isometric-tiles/devlog/563474/pack-is-now-free ).  Since it's 32x32 pixels, there is little room for improvement but if you want to experiment on some pixel art for use, please see that link and modify the 'Spritesheet.png' file however you see appropriate.  There are probably some code things I would need to do in order to implement tile height and larger tiles, but I doubt I will put the time in to code for that.   Ultimately, if you modify the sprite sheet from that tile set, all I should need to do is replace that file ( I might even make an option to choose either of different sprite sheets in the game if your tile set wants to completely change the look ).

Also, I'm currently only using a flat static pixel character but I would be on board with modifying that aspect if you wanted to provide pixel art for the main character.  It could be it's own sprite sheet with as many animation frames as you like.  Since the character moves diagonal in isometric fashion, perhaps that could be implemented.  Also, (not planning on more code to change the game at this time), since the character moves block by block, any character animation should represent idle standing, perhaps in those isometric directions.     Attached here are two files;  a flat player image that I use now  - I add the cat head to it, and notice it has a hand where it holds things , and an example sprite sheet that could almost be used for a character that would be moving in the Q direction ( Isometric up and to the left ).  That player sheet is also 48x48 instead of 32x32 by the way.  (that character sprite sheet is only an example since it is holding a sword and geared for actual movement and not idle standing - Ideally the player should be more appropriate for this alchemy themed jam).  

If you wanted, you could create all 4 directions of a character that is idle (but slightly animated (not necessarily walking) and exhibits those directions on a sprite sheet.  I could then use that to replace the flat character.   If you use 48x48 (and numerous images on single line for different frames) or even 64x64, I could scale them down for the 32x32 gameplay.  

Well, there are still over 21 days left, so if you do something, I would still hope to have time to plug them in to the published game.




P.S. Perhaps next time I'll try to find a pixel artist ahead of time.  It's probably too late now, but ideally this game could look a lot better with a dedicated pixel artist and perhaps 64x64 images.  Probably too late for those changes at this point.

Submitted

By the way, looks like I have a quiet night at work tonight, so I'll probably be coding a lot on this jam again -- I've been so busy on this jam, I forgot that there are still 5 days of rating still going on in my most recent jam -- feel free to try that one out and give it a rating too!  https://itch.io/jam/game-off-2025/rate/4006867

Submitted

GAME ON!  I've added global scores so please give any or all levels your best shot.  Right now the score are only being captured and not shown (only local scores) are shown on the levels page at this point, but after I see a few more scores from other players, I'll put in the final steps to make it truly a global score board.

Scores are based on most stars for the level and fastest play - you get more stars when you (destroy all enemies), collect all keys, bombs, and orbs.


https://lostwords.itch.io/alchemist

Submitted (1 edit)

I've put a lot of time into this one so far, glad it's just a jam, because I've literally been jamming things in.  I'll slow down and tighten it up finally - Hopefully I didn't introduce any bugs when adding global player scores.  I also revamped the ability to load and save your own levels and still need to do some more there.   Particularly because there is no 'login' used to load or even overwrite previously created levels, I will need to do a little more fine tuning.  ;-)

I think another additional 8 total hours spread out over the next several days is all I should further put into this submission... it's starting to get out of hand - the code is becoming a mess, and the complexity of all that this little game is doing is adding up.  ( a backend server to save levels and scores, local scores, global scores, 1-13 standard levels and the ability for users to create, load and save/overwrite levels -- oh my! )

Submitted

I have finished the global score system. You can refer to the GitHub repository for info on how it can be used.


https://github.com/pasciaks/alchemist

Submitted

Submitted

Thanks to ITHILDESS for playing several of the levels -- I look forward to seeing who can be your score on some of those levels.  I'll be making a few more levels as this jam still has time, but other than that I regard this game as basically complete and ready to play!

https://lostwords.itch.io/alchemist

Submitted

Introducing the 1's and 2's -- I guess my fairly easy night shift job gave me yet another chance to come up with another idea that I already implemented today.  The 1's and 2's -- these are tile types that change when you pass over them.  The 2 changes to a 1 (and continues allowing you path access), but the next time the 1's change to a blank tile, therefore blocking your path.

This provides an opportunity for strategic puzzles where how many times you travel past these tile types will matter.  Good luck!   P.S. I hope to make even more Featured Levels (additional levels) that become a challenge for these tile types.


Submitted

More alchemy madness!  (These 30 day jams are killing me, I find myself adding to this game almost every day -- hope it ends soon, this game is getting bloated with a bunch of 'features'.  Hope I didn't introduce any logic bugs with all the alchemy going on!

Submitted (1 edit)

LEVEL CREATORS WANTED!

Today I added passwords within the SAVE method for level editing.  The password you choose is used when SAVING  a level.  By default, the password is the same as the level number, but if you are the first to create that level, you can set the password to whatever you like.  This will ensure others cannot overwrite the level you created.  You can load any level created without the password.

If you create a level, please be sure to share your level number ( 15 - 9999 ).  A variety of levels have already been created and claimed.  I might work in the final days to provide easy access to know which levels exist beyond all those that I created.   I might also add a rating system so levels can be rated by those that play them, and perhaps you can sort/choose levels based on popularity or difficulty, we will see.   

There is still just over 1 week remaining, if you create a level and share it with me, I'll likely be able to include it in the submitted game level menu and of course I'll be sure to mention your itch name as the creator!  If you create and successfully save a level, you don't need to share the password for others to use it.  By being the first to save the level, you set the password so only you can overwrite that level in the future ( Of course I reserve the right to modify, edit or remove any content not appropriate. )

https://itch.io/jam/alchemy-jam-7/rate/4154591


Submitted

Level 1

PlayerStarsTime (s)Date
Sir Beatrix the Scribe šŸ„‡ BEST ⭐⭐⭐⭐ 12.810 1/16/2026, 3:54:27 PM
Submitted

Well, another night shift, but no time tonight to put any more into this one.  Please feel free to give it a try and a rating in about 9 hours.  Friday morning for most of you I'd guess.  Take care and hope you enjoy the game and this jam!


https://itch.io/jam/alchemy-jam-7/rate/4154591

Submitted

Thanks!  'nuff said!