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bibliomancer

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A member registered Jan 30, 2020 · View creator page →

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alas poor Boissec, he just can't pull that look off

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There's something about those clowns! They really seem like nasty boys, even in the original sheets!


Thank you for playing! I can't help but feel that there's even more precision I'd like to get in there with the citations/etc. but very glad to hear they're already coming through for you.

Thank you! Glad to see you gravitated toward the sinister clown who seems to only get even more sinister when pixelated in Decker, hah

Really elegant, I love watching the seconds tick. And there's something really affective about changing the colors as the time passes.

oh this is lovely, especially the moment where i realized there were actual words to say! and then I very much felt like a baby trying to figure it out.

This really fantastic - I haven't beaten all of the doors yet, but I'll be coming back to this one. Really impressed with how you nailed the "c'mon, c'mon, c'mon just get it together" experience that so many lockpicking mechanics in other games miss!

This is great! I hope you'll keep updating this project, and I could also imagine some other images/environments that would lend themselves to this form if you start running out of shelf space in the criterion closet (for example, some nostalgic shelves in an empty Blockbuster...)

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finally someone qualified has come for the throne of the mid-2000s mouse-drag flash game "spank the monkey"

the pleasure of just wigglin' your gun around before throwing it is such a good touch

(those gasps for breath on a very long throw cracked me up)

This was fantastic! Great use of color and the Dialogizer/Puppeteer combo! You've really reshaped the Decker aesthetic into a vibe of your own here.

Thank you! It's always lovely to have a returning visitor. :)

(also a fan of how you're seeking out opportunities for interstitial brackets and parentheticals!)

Really lovely shifts of color and perspective between screens! 

Thank you! It's a very fun tileset to play with - I'll be definitely checking out some of your others soon!

Sure! It's very much a work in progress, but here's my first little scene that I've been putting together for some sort of car-driving game in GB Studio -  


And here's a rough little gif of the draft in action:


I'm having a ton of fun building a little city with these tiles --I really love the kind of somber/eerie vibe they impart as they're placed together. 

Having not used Wigglypaint myself, I was totally unaware of all of this theft/impersonation before now! Great job documenting everything -- I read through the Google doc as well. It seems like quite the stressful mission to take on, but a really valuable service/investigation for the community.

I got Ping! (little purple fox sprite)

I always love a good little quiz-companion game, and I can imagine all kinds of ways in which you might use these little guys in a follow-up game too! Data_Companion Mystery Dungeon plzzz 

get your mops, folks.

[really excellent work! a hammer of an ending here.] 

This is so well done! I love how you built in the little yes/no UI element and the multiple endings :)

It's so funny, I bonked myself against this so many times like two years ago, never made it past the point where the character splits..... and then I came back on a whim and beat it in one shot today! Really one of my fave pico-8 games.

horse button deserves 10/10

This piece is so well-executed in FlickGame! I showed it to a few of my students as a great example of what one can do in the tool with narrative, pacing, and slight visual shifts -- it definitely got some of them eager to make their own.

"peopleing the centers and distances, the faraway / Sparrows scurrying / Unknown their resting-place." is so good, I am again and again amazed at how people make these combinations sing. Thanks for playing and come back again soon!

Please do return! I'm really impressed with how cohesive your poem turned out - each line pours smoothly into the next, which feels like the result of some very well-tuned line choices.

Congrats on the release! It was such fun to play around with the previous version, and I'm looking forward to digging around in this one!

I love the enjambments throughout this: "the breeze is a child, shy / whacking", "cellular tablets, and cellular / avocado", "the sound of sweeping / Virtue" -- all such great combinations!

Considering where you pulled that last line from, you really did a broad exploration of the house! I like imagining you with a nearly-full paper frantically pulling on every doorknob and drawer handle possible.

those three little notches of different jump sizes is so incredibly satisfying, and their little noises are bonking around my brain all day

For sure! It's honestly great timing to get into the form -- the first Game Poems literary magazine came out just a couple months ago, which includes a good range of that kind of work: https://gamepoems.itch.io/game-poems-issue-1-first-moves. One of the editorial leads, Jordan Magnuson, also put out a book a few years ago on the topic, which is a great starting place too: https://www.gamepoemsbook.com/

Honestly it's still a very fluid genre and there's a lot of folks on Itch putting stuff out in the process of figuring out it's constraints -- the "game-poems" tag on here is a great sampler too: https://itch.io/games/tag-game-poem.
 

Thanks! I hadn't thought too much about the player(s) reading the parts out loud also kind of working like a performance in itself.... that's giving me some helpful ideas!

Hey, thanks for playing - it sounds like the intended experience really made sense to you, I'm pleased to hear it. And doubly glad to serve as a first encounter with game poems -- there's some really interesting work in the form all over Itch, perhaps it's something up your alley for a future work too?

This really encapsulates the weird social games of figuring out one another at a party -- after a few rounds I was very much feeling the pressure of "oh don't pester this person too much or else everything's going to feel bad but also what is their deal???"


It's a good touch (and a challenge), too, that I'd often forget about keeping track of the party's vibes - by the time I would realize we were on the verge of a Bad Time the door was often too far away for me to leave in time. Reminded me a lot of trying and failing to extricate myself from a house party on its dying legs in my 20s.

This is remarkable - the most simultaneously impressed and unsettled I've ever been with a Bitsy game. Really impressive balance between clarity and noise, especially with the Bitsy visual constraints.

this is a very witty implementation of the idle clicker mechanics!

hell yeah i was one sinful eel

The sound design on this is phenomenal, as is the efficiency at which you start feeling out how to navigate the mechanics. Really holistically remarkable work.

Thanks for playing, Jordan - those transitions were fun to fiddle with.

I really love all the grasses in this! They slow down the walk just enough to make the navigational experience that much more intentional. Definitely felt like a little wolf sniffing out some tasty groundhogs.

Fantastic -- what a great way of working with the constraints of bitsy and the jam! I really enjoyed this.

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really excellent work here - amazing unity with the mechanics and hesitation and time-sensitive freaking out about what do next. really got my heart tied up in knots. 10/10

I love the screen/scroll as a densely-packed woods that's a bit hard to navigate. Also felt very accurate to the concept for the player to start interacting with objects only to learn, too late, that early choices were already impacting the results!