Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

39AndABit

31
Posts
2
Followers
1
Following
A member registered Mar 10, 2025 · View creator page →

Creator of

Recent community posts

At last - my Playdate is complete! Thank you!

This looks really interesting but unfortunately my Playdate is still on 2.6.2 and won't run it. I'll try and come back when it does.

I think this is a cool idea. I like the beat, and the way the dot pulses twice on the double beat. I agree with DraperDanMan's point about the rotating symbols - bit too mind bending for me. Hope you are enjoying it and can keep going :)

Oooh I'm enjoying this a lot! The physics feel "correct". When I crash in an impressive way several times in a row I think I'm watching a video compilation :) I like the way I can quickly restart when I mess up, and there's a lot of different & helpful feedback, so I can experiment and learn quickly. I'd have a word with the site manager though... who put that building there haha :)

I also really like the levels screen. It's really simple and neat.

I can't quite manage level 8 yet but I'll keep trying.

A few polishing suggestions (which I expect are on your list already, but just in case...). At first, I read the top right of the screen as "HS Assist", and thought the directional arrow was a shadow on the ground; In the level screen, when I'm on level 4, I'd like pressing right to take me to level 5; I think I'd like a sound effect when I run out of fuel (but I'm not sure - the current sudden absence of sound followed by impact amuses me - I guess I expect it'd be just like that IRL, followed by a wry "back to the drawing board" comment).

Thanks!

Tons of nice touches. I like the balloon animation on launch. The D pad menu designs reminded me of something - then I remembered playing R.O.R. in PlayJam7 :) I got to level 6. Found it quite difficult. If the fan made sound, I wonder if that would help me perceive how fast it is going, and how best to control it... hmmm.

I like the game card, and I appreciated the instructions on the first screen - nice and clear. I managed 18 at one point and felt proud of myself, heh. Simple but effective. I have died once or twice and didn't quite understand why. Do I die if two enemies collide perhaps? (Very unsure of this theory.) Thanks - I enjoyed it :)

I had heard of Shove ha'penny, but not Carrom, and haven't played any coin sliding games before, so didn't know what to expect. The physics feel pretty realistic (to my untrained eyes). I like the power indicator. I like cranking the direction around :) I was a bit confused until I noticed the indicator dot on the current coin. I wonder if that indication could be more obvious... a larger dot? Or draw a line outwards from the coin, showing the direction of travel? Interested to see where this goes.

This looks really interesting but unfortunately my Playdate is still on 2.6.2 and won't run it. I'll try and come back when it does.

I like the idea of a cryptic language, and the tagline "it's locked". We bought a laser cut plywood "puzzle box" thing for my brother last Christmas, and it was a great experience. Project Guirerro reminds me a lot of that, with the hieroglyphic (?) code icons. Hope you can continue this idea some day.

Wow! The animations in the intro put me in a relaxed mood, and I liked that a lot. I'm amazed by the art! The player movement feels good. I appreciate the way "A" appears when I walk near clickable objects. The sound effects all fit really well! Love the humour. Made me laugh out loud several times. :) :)

On the calendar, I didn't actually notice the day being crossed off at first. I think my eye was instead drawn to the "A" at bottom right. Could day 1 perhaps be the 9th, and move the "A" to the left of that calendar digit, so the "A" is near to the animation?

Brushing my teeth... I had to open the crank... the system sound that occurs is very cheerful and I felt broke the mood a bit. If you are using Lua, looks like playdate.setCrankSoundsDisabled(true) (untested) would prevent this?

At one point, I thought I was opening the fridge and was puzzled by needing to pay: thought I was in a shop. Looking back, actually I was leaving the house. Perhaps the "A" by the door could be a bit lower, away from the fridge?

I found some weirdness in the spreadsheet... I clicked both 19s, then changed my mind, clicked one of them again, and it didn't quite do what I expect. I can't remember the exact details, sorry - let me know if you need more and I'll happily go back and poke at it with a bit more care.

"ALSO can I get a vibe check, would you be interested in the full finished version of this?" Having played this prototype - yes, I would! (See first para.) But if I were coming to this cold... it's the ironic humour here that I really like, and I didn't twig that was here until I started playing.

It launches ok on my device :) I see a different design every time I launch. I find it interesting how each generated combination looks *very* different to me... I was thinking at first that I'd need to take photos to do "spot the difference" to work out if something had changed, but it's actually very clear.

I really enjoy this! The way the ball rolls feels pretty spot on to me. The initial "ooooh I select buttons by rolling the ball!" realisation was very neat :) I really like the different level ideas and their names. And I like the way the "ball hits paddle" sounds make a melody that fits with the music :)

I think selecting buttons by rolling the ball is v neat... but I find it quite difficult keeping the ball over the button long enough for it to trigger. I'd like to press "A" to confirm, rather than wait - but perhaps that's me being impatient / keen to get to get to the paddles part. (But perhaps this is just me.) And could the "Play" and "Next" buttons be larger, to make selecting them a bit easier?

I pressed "A" and recalibrated by accident a few times. Could it recalibrate only when "A" is held for a while? And perhaps explain / confirm what has happened by showing "Calibrated" on the screen briefly?

Hahaha thank you! Yes the physics are very weird. Ideally I'd prevent the spooncraft from going in to the moon (perhaps you bounce off, but lose a life), because it gets a bit extreme at that distance. And yes the original moon photo is amazing :) Thank you also for the help on Discord whilst I was submitting this at the last minute in a big panic :)

Yes I was a bit embarrassed to release it in this very unfinished state... our boiler broke so I had less time than I thought. (That's my excuse anyway!) I do still hope to implement cheese scooping... we'll see. Thank you for trying it!

It needed a few launches to get going, but then worked pretty well for me. I like the speedy movements and the way I need to be precise with the crank. "Attention focus aim flush" ahahahaa! I fell down to the bottom at one point and couldn't work out how to get up again. But later I made it to the cat!

I like the moon's face, the particles, the sound effects...

Woah cool scrolling intro. And I really like the way the whole screen scrolls in response to crank in the help. Cool isometric view. I didn't notice the indicator showing me where to go the first time (I don't know why), but when I did... ahh! Let's get the cheez!

I really like the hand lettering (?) on the initial card

Ooooh I found this very calming and relaxing, from the very start when the titles fade in. (I need to study that more closely to see how that is done.) Amazing and beautiful animations. And oh there are instructions when I use the menu button - I didn't realise that early enough.

Wow so many cool things, starting with the animation in the launcher before I've even launched it :) I did an X10 and this really made me laugh :) The music is cool. The sound effect on getting an "X" is very satisfying. My aging knees appreciate the 1/6 gravity.  I appreciate the sky with the stars - I feel oriented. The craters seemed to go in the opposite direction that I expected at times? And are the features we encounter random? I ask because in my first game, I seemed to run in to a ton of small craters, and they kept tripping me up... in a later game, the moon seemed practically empty. Great stuff though!

The big change on the screen when I rotate the crank feels amazing to me.

I think this is my favourite :) I like that the instructions are there whilst I'm going through the initial "what is this?" stage, and then they go away :) I like the trail behind the moon. It's simple, yet it ramps up - my brain appreciates this today. Kinda like rotational pong (am I right in thinking that the position within the "bat" that the moon hits at causes the rebound angle to change?)... plus orbital mechanics? I got to 180! A suggestion... could the sound effect vary a bit, depending on the speed and direction that the moon hits at, to give a bit more feedback?

Cool animations on launch, and in the level choosing screen. Yay collecting cheese! And I like the way the retry / next / to menu choice uses the D pad, and the graphic... satisfying to use.

Love the way it all looks. I find the music relaxing. (And hahaha it changes when I zoom out!)

I won! (On my fourth attempt...) Satisfying!

I like the initial explanations - about the right length for me. Fun! I did a bit better once I changed to Easy.

I like that when I'm getting it started, it is teaching me to move in circles. (I didn't take the hint at first and ended up going too far.)

"How many games are in this game?!" Nice!

(My random thoughts, sorry...) The card design made me smile (reminds me fondly of the text on my BBC micro) :) Cosmo is the best! Wrap-around makes sense. xkcd!

Thank you :)

I goofed! Thank you for letting me know. I think it is fixed now.