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Damon L. Wakes

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A member registered Jul 24, 2017 · View creator page →

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This is great! Any chance of an installable APK version? This is just the kind of thing I'd have a little go at on my phone now and again to kill time.

This is one of those game ideas that's so simple and elegant I can't believe nobody thought of it before now.

This is neat! I notice that there's a green crystal in the final "level" (roughly in the centre, near the surface) that remains in place even after being collected and can be picked up multiple times, though. It's hardly game-breaking given that it's more of a narrative experience anyway, but I figured I'd let you know.

Yeah, now that you mention it I never got around to limiting how far you could go: the "Player" object is really just that particle effect and apparently it's not affected by the obstacles I put in for the other characters. By the time I realised that was likely to be a problem, it was too late to fix it. With more time, I think having the camera zoom out to include all zombies on screen might be the way to go.

By the way, possibly a weird place to mention this but I read through a whole lot of Housepets (I think the whole thing at the time) back when I headed off to university. I didn't realise you were into game jams and whatnot as well!

It was, yeah! They were actually a bit of an afterthought for the first game I used them in - I recorded the whole bunch pretty close to the deadline - but this time around I planned ahead to add in a few more. Thanks for playing!

Thanks! I did consider adding zombie soldiers and making them tougher than usual, but couldn't find the time to work in hit points at all. It would be a neat idea for a future version of the game, though!

Thanks for playing! Anything in particular you'd suggest for the camera?

Thanks for playing! I very nearly set up some kind of timer so you'd have to hold a zombie on the manhole for a couple of seconds to trigger the move next one, but figured that the inability to reliably mop up all the civilians in an area was probably the main source of difficulty anyway. Glad you liked it all the same!

You can actually get a fairly unique second run through by visiting locations that you didn't before. There will be broad similarities (especially at the beginning and end) but also a lot of material you can't possibly see on a single try. Third runs onwards are likely to start looking pretty familiar, though. Glad you liked the game!

Ah, that would explain why it only happened with some of them! I didn't realise it was there to address an issue with the icons - I thought it was to offer the option of icons either "in" or "out." That might actually be a handy way of printing things that might otherwise have impractical overhangs.

It ran fine for me in 20.04 - I installed in through the itch.io app, if that makes any difference.

This looks great! Weirdly I just started printing out dice from Thingiverse and was wondering if there was a tool just like this. The selection of icons on game-icons.net is great, but I'd be particularly keen to have the option to design my own - it's great to see you're already considering the possibility of custom ones. It would also be nice to have a range of D6 models, even just a plain cube.

Having played around a bit with this, I notice that "flip normals" sometimes changes the icons from positive to negative (if that's the right terminology - they end up sunken into the face of the die rather than standing out from it), and other times mirrors them. I'm not sure if it's down to the icon or the face it's on or if I've somehow screwed up and am toggling between two entirely different settings. In case it makes any difference, I downloaded this and launched it through the itch.io app - I realise an actual web browser may be more reliable.

Spectacular work here. I've only really had the quickest possible play around but as far as I can tell my throwaway design looks fairly printable in Cura, which seems like a pretty good indication that just about anyone could pick up and use this. The fact it's HTML5 makes that even better. If I actually print a design made in this, I'll be sure to post a photo.

Yeah, I imagine it's probably not a priority. Thanks for taking the trouble to put out a Linux version all the same - it was good to have a quick try even though it's not working 100%. I might see if I can get the Windows version running in WINE at some point: that's often an easy workaround.

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I like this. It's got a very Ticket to Ride feel to it, but in some ways the hex-based map is more readable than that game's rails. It would be great to see an option for local multiplayer.

Afraid I ran into some problems on Linux (Ubuntu 20.04). The game launches and runs fine, but the pistol doesn't do anything to enemies (shots go where expected but pass right through them, and the particle effects I'd expect where a bullet strikes a wall appear somewhere way off to the left of the right). I can't seem to possess enemies either: the screen just goes dim for a moment no matter where I point/click. It's a shame, because this looks like an interesting game.

https://damonwakes.itch.io/draw-nine

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This is really neat. I've just got hold of the Android version - it seems to play really nicely on a touchscreen. Haven't managed to get three stars on anything yet, which is actually kind of nice. It's good to have something to aim for even in a casual game.

I like this, though also found the first level a little hard to begin with. It may be simpler than the others, but in some ways I feel as though that gives the computer player an advantage: the multi-flag levels seem easier because you can end your turn leaving no safe sand to take (and they're more forgiving because if you screw up once it's not an instant lose).

What do the rocks do, by the way? Were they intended to knock over flags they roll into or are they just a fun little extra? Either way the physics are very satisfying - it would be great to see more games like this.

This is extremely well put together in terms of the level design and physics and whatnot, but it's the humour that really makes it.

Thanks! There are actually a few different endings depending on what you do throughout the game (including a good one, which you're unlikely to find on the first try).

Thanks for the response. I did wonder if Tachyon had some connection with the event, but if they weren't listed anywhere on the Jam page when I ticked the box to hear from partners then I don't see why I should be getting spam from them now. It does kind of put me off taking part in future.

I'm not sure if anyone will actually see this as I picked the email up very late, but I got an extremely generic message from someone claiming to be the Managing Director of Tachyon. It mentions me and my game by name so is somewhat targeted, but is otherwise super clumsy (to the extent that I hesitate to assume it's from a real business). Anyone who'd actually identified an "interesting project" would be able to offer some explanation as to how their product would fit into it, rather than simply begging for a 15-minute meeting to find out what the thing even is.

Did anybody else get one of these? Also, any idea how they even got hold of my email address? The whole thing seems pretty scummy.

I'm afraid I'm not sure what you mean. There's the door to the back garden - Satan tells you not to go out there if you try to open it, but it's mostly just to keep the search limited to inside the house.

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You really should! This would be great on mobile too - anything with a simple point/click/tap/drag interface tends to work well and it might suit the whole "chat" element as well.

Oh, and congratulations on doing so well in the jam! It was great to see this right up near the top of the list.

This is nice - I like games that link a mechanic to their conversation options. I found it difficult to get to grips with at first, though: I tend to assume that a "click, drag, release" movement system is going to fling the object in the opposite direction to the one dragged (Angry Birds-style), so ended up shooting straight into a barrier at the earliest opportunity. Even after that it wasn't particularly clear how to progress since the dialogue option in the level wasn't visible on screen at the start.

I'd love to see multiple conversation options in this - possibly with more desirable choices tucked away behind more difficult obstacles. That would also make more of your monetisation system (to skip already-seen content), which I think is a great idea. It's always good to be able to play through a game for free beginning to end, but a gentle nudge to chip in seems perfectly reasonable once someone's trying to explore it 100%. As it is, the main reason I'd replay would be to see the (linear) story again, so I've got no reason to skip.

Thanks so much for playing this on stream - I'm sorry I didn't manage to catch it live! Also really nice to see your own submission running. That caught my attention when I saw it in the list, but I don't tend to use Twitch all that much so wasn't sure how best to get a look at it.

You make a good point about having the mirror links be the only ones to move onto a new passage mid-paragraph. Colour-coding the different types would be an elegant solution. I'd also like to put a bit more effort into the presentation (and possibly add audio) if I come back to this: the time limit for Ludum Dare did limit it somewhat, but I'm thrilled to know it ended up getting a place in your list of jam favourites! I'll be sure to check out some of the others.


The Witching Hour is my first attempt at a Ludum Dare game (though I've done plenty of other 48 hour game jams before), and if you're involved with that event it's currently pretty close to the 20 ratings it needs to score for the event over on that site. If you're not into Ludum Dare, I'd still love to know what you think over here on Itch.


The game is interactive fiction, written using Twine, but there's a definite puzzle element to it. I don't want to spoil the story (or the solution) for you, though, so I'll leave it at that.

Ah, thanks! I might come back and have another go now I know how to skip ahead - I tried Enter after dying but it kept restarting the "Welcome, this is an experimental game..." message so I assumed it simply worked as a restart button throughout.

Is it? I haven't had much time to check out the other entries but I would have thought Twine would be a popular choice for a jam entirely focused on browser games.

I'm familiar with how to style Twine games using CSS but didn't get a chance for this one: I finished within an hour of the deadline and felt as though the default white text on black was preferable to something cobbled together at the last minute. I'll have to look into CSS variables, though: if it offers a way to adjust the style throughout the game then that could be a lot of fun. Thanks for the links!

Wow, 50 tracks is a lot! Have you considered embedding them on the Itch page using YouTube/SoundCloud to provide a sort of preview? I've seen other composers do this and it's handy for getting a sense of whether the music will be a good fit for any given game.

I'd love to play more like this. The story gets off to a good start, and good audio always adds a lot to interactive fiction. It's obviously spot-on for the jam theme too.

My main problem with this is how easy it is to get killed off (I think I may have died at the earliest opportunity, and it wasn't by doing anything that seemed stupid in hindsight) compared to how hard it is to get back to where you were. It takes a lot longer to listen to something than it does to skip over written text you've already seen, so there's no way I'm going to sit through the entire introduction (right back to the content warning at the very beginning) to have another go. It desperately needs a button to skip sections, an option to restart from the beginning of the current scene, or ideally both.

The other issue is the quality of the writing - the grammar is poor, though I do like what I heard of the story. You could do with a writer/editor (and ideally someone with a solid understanding of how to put together a branching narrative, to make sure the choices all work well). I wouldn't mind taking a look myself at some point if you're planning to do more with this particular game, though I'd understand if it was just a small project for this particular jam.

I'd recommend changing the colour scheme of your Itch page to pretty much anything but light grey on dark grey and dark grey on black. You've got a game here that would be fantastic for people who can't see so well, but the page it's on isn't going to do them any favours. Typing this is a struggle for me and my eyesight's fine - I'm going to leave my actual comments on the jam submission entry page because it's easier to read.

Glad you liked it! I was quite keen while writing this to stick to a very rigid structure that offered the same sequence of choices on every run through, but having finished the thing I do wonder how this kind of system would work as part of a Fighting Fantasy style story that offered a wider range of options. It's something I may well come back to.

This is a really great example of how to match story with gameplay. Everything meshes together so nicely, and even though there are no words on the cards they really get across the idea of navigating your way through a conversation a lot better than the charisma/speechcraft systems in most RPGs that involve that kind of stat.

I'd love to see a Linux version of this if you ever find you can spare the time and effort to produce one, but I played through the whole thing using WINE and didn't run into any problems at all.

Thank you so much for doing this! I actually managed to catch it live on Twitch - it was great to see your choices in real time. Very well read, too!

This is a little like putting a book out on a table with a big sign saying "Please take a look!" and then being horrified when someone picks it up and skips to the last page. It may not be what you'd expect people to do (and most probably won't), but you haven't put in place any measures to prevent it or (more importantly) asked people not to. If anybody is downloading your games through the right-click menu, they can't possibly know they're not "supposed" to do that. Some developers actually include Easter eggs that can only be found this way.

For what it's worth, I wouldn't download and examine one of your games now that you've said this here, but if it's important to you then I'd put a note in the description. Even then I think you'd be counting on people simply respecting your wishes rather than having any legal power to enforce them. After all, as William O'Connell says, everyone technically has to "download" the game in order to play it in the first place.

Interesting to hear that plays through the Itch app count as downloads - I was wondering about those stats myself.

That said, it is also possible to right-click and select "Save Frame As..." which can be used to download browser games. I think it'll only really work with things like Twine games where the index.html file or whatever is all that's needed to play: if it's zipped up with other assets and whatnot then I'm pretty sure you'll end up missing those (though imagine there must be some way of getting hold of them since ultimately everything must be available to the player in order for them to run the game). I wouldn't be concerned about it, though: it shouldn't do any harm. The only reason I've ever downloaded stuff like that is to open it up and see how it's made.

I did try and give the impression that there was an element of danger to each choice, so I'm really glad it gives that impression. In terms of the actual number of endings, it's hard to say. The final card remaining (and the choice whether or not to use it) aren't the only factors that determine the outcome - the game silently tracks some other details throughout your journey - but some have more of an influence than others.

Thanks for understanding. This was pretty much the best work I could do at the point I initially released it, but thanks to the feedback here on Itch I feel as though I can refine it a step further now. I hope it'll be worth the wait!

I'm hoping to release standalone versions at some point - certainly a .apk for Android - but probably not until I've made some further changes. I've done that once before and it was difficult enough that I'd like to make sure the game itself is 100% polished before I try.