Thanks! Yes, the game is ass (both affectionately and non-affectionately).
I'm also happy that this game made you go outside and look for friends in real life, even though that might not have been the original intention of the game :D
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.)
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
it's really nice, it's really spooky, and it scared the crap out of me :D
surprisingly enough, it ran well on my crappy laptop with an Intel N100 and integrated graphics, even though it's made in Unreal Engine 5. i also couldn't figure out how to keep the monster at bay (i know there's a flashlight and batteries, but i didn't really know how to use them).
also, if i can suggest, it would probably really improve the immersion if you got your batteries from a shop, or if there was a charging port at the bus station, instead of the batteries popping up at the bus stop out of nowhere. i'm no expert at horror games, though.
thanks for the feedback! i plan to update the demo after the voting period so that the game would speed up the cutscene (or make it somewhat shorter) once you die for the second time. it can get really annoying after a while...
and, yeah, i find it quite funny too that we both came up with a similar idea...your game is also really nice by the way :D
(sorry if i wrote my comment under your submission in a bit of a rude way - i should have probably been more constructive with my feedback ;-;)
i tried to play the game, but an error popped up, saying something along the lines of:
'Traceback (most recent call last):
File "DOS.py", line 24, in <module>
pygame.error: WASAPI can't initialize audio client: The handle is invalid.'
i'm not an expert in Pygame, but judging by your source code, the problem must be with Pygame's mixer module.
downloading the source code and running it using my version of Python along with Pygame didn't really seem to be a problem though, which is how I was able to play the game in the end. i got a score of around 50. to be honest, for a game made in Pygame, it's not bad :D