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Adam Saltsman

98
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6,158
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A member registered Feb 12, 2014 · View creator page →

Creator of

Recent community posts

the good news is, this is an INCREDIBLE score... the bad news is holly is still the king https://bsky.app/profile/hollygramazio.bsky.social/post/3mdqrqjxqhc2x

thanks !!

absolute madness

aww thank you! yea the push-your-luck reveal was really fun to find

awww excellent, thank you! yea i would like to pursue this design some more too <3

needed to tweak like 2 other things so i fixed this while i was in there!

yes, i don't currently have a reliable tracker for "is the screen filled"

nice!!

could you grab a screenshot for me by any chance? i thought i caught all the softlocks! it should remember what screen you were on when you restart it... if not no worries!

it's a great start!! finishing a real deployment map is no small feat imo. That said, i think 200 is a GOOD score... the highest I've seen is over 600 tho. That's for Real Sickos IMO

awww thanks !!

Yesterday's Steam update should have the .p8 files in it, just had to hold them for the big update !

I added it to CorgiSpace 1 instead!

pure satisfaction baby !!

great!! cool audio, slick gfx, a lovely echo back to other dolphin games...  not too long, very satisfying ending, and genuinely unsettling final boss <3

alright that level should be nice and safe now!

oh my goodness, you did, oh no lol, i thought my edits to this level were airtight


i made a little note and will investigate shortly <3 thanks for the heads up!

ok made a dainty that is aesthetically fine and preserves all the actual puzzle solution steps, but allows you to dig out of that position <3 thanks for the heads up!

it took me a minute to figure out how you were even able to do that... i THINK i see how tho. i think this requires TWO changes to fix, but i think both will be basically safe to try...

ok i have a subtle fix for that one! thank you for the heads up, hopefully that is all of them now <3

those will be in the next steam release, yep!

Redesigned some of the training missions and rewrote some of the mission prompts. Hopefully made some of the core concepts easier to pick up without spoiling the fun of figuring out how the ecology works!

it can be a lot sometimes! if you pause there is a flash toggle in the menu <3

added option for this to the pause menu!

added that to the pause menu!

They feel right when i use X and C on the keyboard but they do not feel right on the gamepad to me... i wonder if i can set up a toggle in the title screen or pause menu or something

spectacular!!

Tahnk you !!!

it's pretty much just jurassic park 😅 all the species are featured in the move (except compsognathus, but compies pop up all the time in the book... oh and stegosaurus i guess, but stegosaurus is in the book too, anyways)

partly this is a fun way to reference a movie i like as well as a nod to the zoo sim games from Frontier (Jurassic World Evolution 1 and 2 esp), but also for people who ARENT dinosaur nerds, i have a theory that they're much more likely to recognize species from the movie which i thought might help for learning the game... hard to prove i guess!!

the door will open once all the other tiles are cleared!

yea its a dumbly specific Jurassic Park dialog reference  😅

Official update! Bumped up the overall quality of generated levels and put together a new daily results screen, much happier with where it's at now:

this is really fantastic, i love the art, the music, juice, and especially the way you designed the levels around this novel leveling and exploration approach <3 <3 <3

oooh that's a v cute idea, i obv never figured out how to add a crying effect to them 😅

he is

aww thanks! and yes, finally 🦕

thank you!

yea i think that friction is important - its nice to like scoot around (no pun) the focus from puzzle to puzzle to keep some freshness

the real thing it adds i think is not annoying 16-puzzle grinding loops but hopefully a more Rush Hour style like... procedurality, in terms of like... oh ok in order to execute this arrangement, i need to do X, then Y, then Z... but having a little looseness in that too, i think pure sokoban and even rush hour are a little strict for my taste

idk - i do totally think there are other interesting ways that friction could have been introduced, but the sliding tile method i chose is not without its merits either, even if they're not obvious (even to me sometimes)

thank you!

yes for the generated puzzles, it's random and solvable... it basically places some rocks, and then takes a bunch of tries at putting some by-definition-winning placements... e.g. if its trying to add some tyrannosaurs, it picks a random coordinate and then checks if that coordinate has a prey species for a neighbor AND no other tyrannosaurs nearby. so that but for all species, at random

if the result is too mono-flavor, too dense, or too sparse, then it discards the whole thing and starts over. once it has a layout with enough flavors, then it "unsolves" it with a ton of procedural shuffles. if the result is still basically solved, then it discards the whole thing and starts over. dumb but reasonably effective!

this was my initial instinct as well, and the first iteration of the game allowed for pass-through (well, swapping, but basically pass-through).  this had the added advantage of making a level generator WAY easier to do as well

unfortunately it also essentially ruins the game... the base matching rules are SLIGHTLY too simple / shallow / naive, and you need the slightly fussy friction of 16-puzzle to make it "complete". otherwise almost every level is disappointingly trivial

game design is such a tightrope! i know there was multiple other ways to introduce the "right" amount of friction tho and im eager to explore those possibilities in future games

same