I'm glad you enjoyed it! I'll probably do some balance passes and some extra graphical polish in the near future, and one of the things I'm looking at is how to handle the timer (or at the very least, have a more obvious signal when time is running out).
Blueeyedrat
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Been a while since I've done a jam project, on or offline, so it was nice to get back into it: https://blueeyedrat.itch.io/sinking-spire

Elevator pitch: "what if Tetris but you didn't have any of the good pieces"
Diplomatically worded elevator pitch: "it's a game about managing imperfections"
Some specific sources of inspiration:
- Hot Wax by PUNKCAKE — This game breaks my Tetris muscle memory in fascinating ways. I wanted to draw on the idea of "what if building perfect rows wasn't the intended solution" and have other ways to keep the field under control.
- Wizard's Folly by AdamAtomic — This came out a week or two before the jam, and the idea of "you won't always have the right block, but you can make it work anyway" planted some ideas that grew very quickly.
- A pixel art asset pack I got in a bundle a while back, and was tinkering with for an unrelated project that never got off the ground. Art's never been my area of expertise, but I can assemble some pixel art when needed, and the low res + limited palette were useful constraints for a week-long jam.
Thank you to Scarly for the music and SFX. Opposite time zones, but we made it work.
Good pack with a nice color palette. I made a puzzle game out of it for a game jam: https://blueeyedrat.itch.io/sinking-spire
I think I finally figured out what happened here. I've been using Godot v3.4, but when I tried the Mac export I downloaded the latest version (v3.5, which was released a couple weeks ago). There was a slight change to how it handles inputs that caused a problem with the UI buttons. One extra line of code, and it's fixed.
As it turns out, v3.5 also fixed the issue that was preventing me from code-signing, so I should be able to push updates and troubleshoot issues for the Mac version from my own device now.
Damn. I hoped re-exporting the original that worked and adding the missing _CodeSignature folder from the Mac export would be a workaround, but if it needs a new signature each time then that's not an option. And I don't have access to the borrowed Mac so it could be a while before I can find a proper fix.
It seems that there's an issue with exporting a MacOS app from a non-MacOS platform. I don't have access to a Mac right now, so I'll need to find a workaround for it.
https://blueeyedrat.itch.io/pixel-assets-playing-cards
https://blueeyedrat.itch.io/pixel-assets-mahjong-tiles

When I started to work on a custom pixel art deck for my own game(s?), I wanted to also make some free assets for other folks to use.
- Playing Cards
- 52 cards + 2 jokers + blank card + card back
- 10 different color palettes (including light and dark alts, 1-color, 2-color, and 4-color sets)
- alternate card backs
- Mahjong Tiles
- 45 tiles (including Hong Kong and Japanese variants) + joker + blank tile + tile back
- dark / textless variants
- alternate tiles + tile backs
I hope you like them! If there are other card/board game assets you'd like to see in this style, I'm always open to suggestions.
https://blueeyedrat.itch.io/temple-solitaire

This is a little solitaire game I've been working on for the past few weeks, with a unique ruleset and a custom 40-card deck (with the "classic" deck available as an alternate setting).
I'm planning to implement some alternate game modes soon, and I may create some additional game modes and custom decks down the line. I'm also planning to release the classic 52-card deck (with some extras) as a standalone asset for other folks to use. I hope you enjoy!







