i hate to be a critic, but this is just the fly swatting minigame from Mario Paint, isn't it?
blueice15
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i don't speak for everyone in this jam, but Game of Life can actually be considered a zero-player game for some people, so something like Game of Life probably wouldn't be breaking the rules if the person playing it had some control over the simulation.
if you mean an animation inside a game, then yeah, i'm pretty sure that's allowed
but whether animations without interactivity (i.e. "videos") are allowed as submissions or not is up to the jam creator, i guess
Maybe try out visual programming. There are many game engines and tools that allow you to program without writing code, like Unreal, Unity, GameMaker, Clickteam Fusion, GDevelop, and even Scratch or modifications of Scratch like PenguinMod.
It doesn't really matter what game engine you use, what matters is that you're comfortable using it.
Also, this jam isn't actually limited to just games. It can be pretty much any creative medium (I think), as long as it's not AI generated.
Hope this helps :D
Edit: forgot to mention there's a website with a list of game engines and tools that support visual programming. You don't have to look at it if you don't want to make a game. The link is here: https://enginesdatabase.com/?feature_tags=2
I'm not a furry, just a fellow ally of my LGBT pals, and...
...gee, looking further into your itch.io profile, I don't even want to harass you anymore, because you've already shot yourself in the foot quite a few times on the internet, haven't you?
I'm pitying you here, so I'm just gonna review your game on the spot.
Regarding the game, and not your political opinion...there's no other way to say it, buddy, but your game sucks. The only thing you can do in the game is shoot. That's it. The ammunition you get is finite, so once you run out of it, you can only die.
The graphics are clearly ripped from Google Images. It's easy to tell that the hand holding the pistol is ripped straight from Freedoom, an open-source alternative to the original DOOM.
The only sound in the entire game is that of the pistol itself. No music, no other way to get the feel of the current atmosphere.
In your hate against furries, you blinded yourself and made a game that wasn't fun to play. Congratulations.
I'd rather play Desert Bus for 30 minutes.
(...) I Don't Even Think You Guys Tried Hard With The Graphics, (...)
Buddy, this is a demo for early access to the public, not a full game. You're shooting yourself in the foot here.
Please also consider properly capitalizing your comments. For example:
The Quick Brown Fox Jumped Over The Lazy Dog.
is typographically incorrect, and
The quick brown fox jumped over the lazy dog.
is typographically correct. Call me a grammar nazi, but come on, man, this is basic typography not grammar.
You had some very good points, but please be polite next time, and try not to act like a 10 year old on the internet. Please?
Heya. This game is awesome! I just only have a little grudge against it, and that's the way that the menus are handled.
I usually swap the keybinds for jumping and looking up to make it easier for me to play on a keyboard. This works fairly well when playing the game. But navigating the menus with these keybinds is difficult. Specifically, Z becomes "move up" in all menus, and Up becomes "move up and select". As mentioned before, my keybinds simply swap Z and the Up arrow key.
I would recommend adding separate keybinds for navigating the menus. This would certainly improve the experience for players who have just changed the keybinds for Player 1 to something unusual.
Otherwise, I pretty much like this game. It at least brings something new to the 'f**k-around-find-out' formula of Syobon Action.
I also find it commendable to see this game being written in Haxe. Not many games are written in unique programming languages.
I know I'm 20 days late, and I'm not the jam creator or a moderator, but I suppose it's okay, since Bad Apple is only a sequence of black-and-white frames. As a matter of fact, you probably didn't even need to use AI.
For every chunk of pixels, you can pretty much use the average brightness to determine whether an ASCII character is fully black, fully white, or in-between the two.
Buuuuuuut since you already put Bad Apple into the game, I suppose this comment was useless. Oh, well.
I don't know.
I assume that most people join this game jam just for the enjoyment. Others probably join for publicity or for the feeling of being seen. This is not a bad thing or a thing that should be blamed; many people have a desire to create social connections at least once in their lives, and game jams (or hackathons) can occasionally be good places to meet new people in.
I personally joined this game jam to feel some form of accomplishment or acceptance. I wasn't able to feel any of those after finishing my game, but I'm okay with that.
I don't know if it's necessary to create brand-new tutorials specifically for this game jam, but here's some existing tutorials and a tiny bit of advice
Godot has an existing topic in its documentation for exporting Godot games to (most) supported platforms: https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html. There's also some documentation specifically on exporting web builds: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html. It's important to note that the .NET version of Godot cannot export web builds. Not sure if it'll help, since some people probably aren't very fond of reading, but it's still relatively simple to understand and kind of easy to skim read. For those who don't understand English, there is a selection of other languages to choose from, though I'm not really guaranteeing that it'll be up-to-date and factually correct, as there are literal paragraphs of untranslated text in several languages.
Exporting games made with Pygame for the web (as far as i know) requires Pygbag, which is currently experimental. It does work, but it requires you to change quite a few things in your own game's code, which slows down the creation of a web build quite a bit. In case it matters, the last release of Pygbag was released in February of 2026 (according to pypi.org) and the last commit was pushed in March of 2026 (according to the GitHub page for Pygbag). There's an official tutorial for using Pygbag found here: https://pygame-web.github.io/wiki/pygbag/
After creating your web build, it's important to make sure that the HTML file in your exported build's directory is named "index.html". This is to make sure that itch.io knows which HTML file to load in first and doesn't freak out. See "https://itch.io/docs/creators/html5" for a more detailed explanation written by people that are smarter than me.
(i haven't really used other frameworks, game engines, or programming languages for making games yet. hope this will be sufficient.)
It's fantastic. Played it on Windows 11 all the way through and it was pretty fun. Unfortunately, the game isn't very playable on Linux when using WINE or Proton (under 30-45 FPS, I think), but what can you do? ¯\_(ツ)_/¯
I also love the fact that secrets exist. This makes the game so much more replayable by encouraging the player to explore every nook and cranny. Tedious, but rewarding.
I was kinda disappointed at the lack of a save/load system, but considering that most of the game is relatively easy, I guess it's just a skill issue on my end. This is a 64kB game, after all, so I understand that some compromises have to be made.
It also makes me wonder if there will be any updates in the future to this game. Not necessarily updates that would have to fit in 64kB....wait, actually, what if the game did have additional episodes that fit in 64kB, but were separate from the base game itself? Or it could just use something similar to DOOM's WAD system; one engine, and one data file, which would have its contents read by the engine to create the game itself.
Well, with that hilariously large and probably hard-to-implement idea aside, I would like to thank you for making this game. In a world where over a gigabyte for an average first person shooter is the norm, you managed to do what would be considered almost impossible by several big-shot game studios - making a game small, yet fun. Bravo.
Same issue, more or less. On top of that, the game is pretty laggy on WINE, even on a decent computer. Of course, it's not intended to be played on Linux, but that's kinda disappointing to me, to be honest.
Oh well, guess I'll have to use Windows to play this game.
(Edit: It's probably important for me to mention that I was using Q4Wine v1.3.13, which is not the latest version of Q4Wine.)
- Which version of PowerPoint do I have to use? PowerPoint 2011? 2013? 2019?
- Is using macros or add-ons of any kind allowed? (I ask this considering the risk that macro-enabled PowerPoint files can carry)
- Can I use other file formats such as .odp that are supported either partially or fully by PowerPoint?
- What do I do if the "game" I'm making in PowerPoint reaches a slide count of....let's say, 100-500 slides? How will anyone else be able to open a presentation of that size? Will I have to release individual "chapters" or sections of said "game"?
Hi, just wanted to ask a question. Considering the fact that id Tech 1 is open source, and that people have successfully created "standalone games" with it, how far does the definition of "mod" really stretch? For example, if I create a "standalone game" that is dependent on ZDOOM to run, but isn't dependent on DOOM's assets to run, does that make it a mod or a game created in an engine based on the open-sourced code from id Software?
The same technically also applies to HL2. While you can create a HL2 mod, it is also possible to create something that can technically be considered as a standalone "game" using Source Engine 2013 Singleplayer. The only limit is the fact that said "game" would be dependent on another application to run (in this case, Steam.) But if I decide to use zero assets, textures, or models from any commercial or non commercial Source Engine game, does that make my game "standalone" despite the fact that it still requires Steam to run correctly?
Paradoxically, games created in game engines (or frameworks) are technically mods of game engines. Games created in Godot are typically dependent on the Godot engine, since all the data and code created by the developer is contained inside a .PCK file (assuming all data is not embedded within the executable). Without the .PCK file, there is no game. The same goes for (not only Godot, but also) GameMaker, which relies on a data.win file to run a game in the first place. This is pretty similar to how id Tech 1 (the "DOOM engine") handles IWADs. No IWAD, no game.
So this all begs the question: how far are you willing to stretch the definition of "mod"?
*This is part shitpost and part genuine. Please judge me harshly.
**I'm still unsure if I should join the FrenJam 2, considering the limited time I have nowadays, so this question is kind of unnecessary. Feel free to ignore it or delete it.
yes
thanks for playing :D and sorry for the long cutscene :/
deleting file0.txt (which is located in AppData) does indeed put you back in the beginning without having to replay the cutscene after death over and over. im planning to somewhat "fix" this by making the dying cutscene shorter and curing the game's dementia.
also, if you didn't know, it's possible to skip the cutscene after death by immediately pressing Alt+F4 once you die, as file0.txt does not get written to AppData until about 8 seconds pass.
im glad you decompiled my game (cause no one really did that to one of my games before). i actually plan to share the project files after finishing this demo under a permissive-ish license, probably MIT, but i would have to learn Git and create a GitHub account first.
once again, thanks for playing my game, and have a nice day :D






