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Alan Robinson, Developer

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A member registered Sep 27, 2019 · View creator page →

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That was pretty cool. The idea of being able to shift the playfield round to disambiguate things was really fun. I was tripped up by one significant thing which is the difficulty of reading the fonts. It seemed like things were backwards far too often. maybe use dice faces instead?

awesome and thanks for the detailed feedback. I like putting an occasional easier puzzle in later on just so it doesn't get to be punishing. also who knows what easy is to each person, eh?  what did you think about the puzzles post "you win" screen? those were "maybe this is too hard to be fun" choices I would  have left on the cutting room floor except for the idea of having them all unlock as soon as you "win" .  

thanks for pointing out the puzzle being overlapped. will look into that. maybe some unnecessary flavor text was left in.  scaling is a good solution tho. 

Thanks! see the new version. Somebody you know contributed to the sound :-)


 However, see the new post, I think maybe I was right to doubt having sounds at all :-( or at least so many.

what a fantastic idea. haven't tried it yet but I'm pumped.

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Wow, the screenshots for Bombe are intimidating.

thanks for the clarification. I did try to make the skipping generous. I'm also thinking of having "bonus" levels that all unlock simultaneously when you get to level 20 which is probably the "end". 

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Thanks for the detailed feedback. would you have prefered #6 (the first mandelbrot fractal, correct?) be later or not at all? difficult progression is hard got get right in puzzle games, esp. when they are on the casual side.

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that would be >1 bit. but hey nobody "official" is weighing in here, just a lot of randos, myself included. So you could just take the risk. I'm leaning that with my 1-bit game in a 24-bit interface plan

Awesome! Which one is your favorite of the one's you mention?

I did a brief test with a version that's on itch IO and the following sequence worked for me. Move some tiles into a recognizable location. Hit save . Hit quit and go back to main menu. Select same puzzle again hit restore . Did you take some other sequence?

wow thats an exciting list! I look forward to the friendly competition!

>puzzles don't reset when game is being played .

? not sure what you mean, maybe you found a bug

> maybe free movement with tiles mode? scrambling pieces to sift through. 

as opposed to swapping you mean? 

> pieces are animated/live moving.

I've played some games like that, it can be pretty distracting.

so, big question. is it playable in any real sense or just a "witch drop simulator" currently? No shade, just wondering if I'm missing something. 

so, have you fixed that sound issue yet?

I'm a bit unclear on something here - why polyomino shapes? I skimmed some dev logs looking for the answer, but it wasn't big and obvious. can you point me in the right direction?

Awesome! yes, 5 is a big step up in difficulty, no doubt. it's easier if you leave the red "incorrect placement" option off. 

Woah. A mystery to be unraveled indeed.  Looking forward to sitting down and trying this when I have more time to figure it out. 

yeah I'd be interested. But fair warning, it's a hard thing to get right, I spent a lot of time thinking I had sounds that would be good only to play for 5 min and realize they were awful.

It's finally up! I hope it's to your liking. Not all the final images are in there, these are more "getting acquainted" type ones that are relatively easy. If I can be the judge - probably can't tho ;-/

note that the game is live now. 

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I know I have a minesweeper game I want to make and submit. Just curious what other people's plans are. Mine exists somewhere halfway in between Dragon Sweeper and traditional Minesweeper.

Hey, there's a game jam inspired by this game. 

https://itch.io/jam/minesweeper-explode-o-jam

check it out if you like this kind of minesweeper+ elaboration!

Did it?

Thanks!

Have you thought about making this playable in browser? If the download includes node JS it certainly suggests that it is using the kind of runtime that would be suitable for that.

yes also live on the page. just fixing a few remaining issues.

That doesn’t really answer whether the UI has the same restriction. I’m all for stylistic imagery, which is why I’m interested in this jam, but I’m not willing to get on board with an inscrutable, illegible UI.

Thanks! Planning to have a first 4 levels version very shortly.  or "maybe 1st 4 levels, you tell me how they land"-version.

yeah works for me today too. maybe my download was corrupted. 

1-BIT JAM 10 community · Created a new topic specific rules

I'm interested in making a jigsaw tile swap game using only 2 colors for the puzzles, which I think would be a really neat and interesting constraint. However, keeping the UI to black and white would significantly hurt usability.  is that within the rules? 

Thanks. not sure what to do about music, but I'll take a look. URL?

Indeed! I have a few in there. they turn out to be very hard to use due to all the self-similarity. 

The fullscreen button doesn't seem to work, at least for me.

looks great, and has good bones for a game idea with more embellishments. But soooo slow. I know upgrading is the point but it's just too slow. Also, I can't get upgrading to work. 

same issue as others - can't get upgrade to work.

Visually on point. interesting idea giving us a place to type and give a different result. BUT it felt very slow paced. Even just turning the animation speed up 2x would have made me more interested in finishing it. 

Thanks for the constructive criticism; it was an experiment as all game jam entries should be ;-)

For my next game I'm going to keep this mechanism but also offer a non sliding option which should give the best of both worlds. Or maybe just allow people to skip the sliding, I don't know.  Having now put in traditional straightforward swapping in that game I am finding myself gravitating to that most of the time. So I think even as the mother (or rather, father) of this game I see the potential flaw in this design too.

Yeah, tradeoffs. At first I was really into the new mechanic but now I'm leaning towards a combo that includes the standard swap mechanic. I'm keeping this one as is, maybe it will develop a following, but I'm planning a new one with a new theme (https://alanrobinsondev.itch.io/digital-artifacts-a-tileswap-puzzle-game/devlog)

Thanks for the feedback.