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/dev/urandom

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A member registered Jul 29, 2016 · View creator page →

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Looks and plays okay, though I don’t see the educational element in this game.

A simple variation would be to have both prime and composite (non-prime) numbers fly around, and the player must only shoot the prime numbers, otherwise bad things happen (e.g. the numbers don’t disappear, but shoot at you instead).

Well-done game. Looks very good and the gameplay is simple and intuitive.

Though there are a few technical issues: the “hi score” system doesn’t seem to work (it always says 0) and with no punishment (or added delay) for getting questions wrong, it’s easier to score well by just pressing directional keys randomly fast than by actually thinking about the questions.

Granted, I took a somewhat easy route by basically remaking a game that already existed, but it was an interesting project nonetheless.

After you correctly guess the name of the country, traveling to it requires money. If you don’t have enough, it offers you a choice of either (1) picking a different country or (2) playing minigames to make more money. One of these is a math shooting game, another is “sokoban”, and the third is a slot machine.

If it started suddenly, then that’s a bug, because there are several menus the player has to go through before the minigame starts.

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This game is based on an unofficial Famicom game developed in 1997 by a Russian developer, Aleksandr Chudov (video). While I made some additions and coded the PICO-8 version, the original concept is completely taken from that game. Most of my time was spent figuring out how to fit all the code, data and graphics below the limits for a PICO-8 cartridge file.

Okay, now I’m confused, both “break cinders” and “MAKE200” feature very similar graphics, controls and gameplay. Which one came first?

Seeing the idea of an educational game being used for a subject such as drinking manners is pretty fun.

I like the usage of mouse controls, and the fact that the math questions are more complex than you’d usually expect in a game like that.

Seeing the human body represented in this way was kinda fun, and probably also educational. Very original concept.

The game is unavailable to play. The page says “The developer has not uploaded a game yet…”

Unable to play, as the page says “The developer has not uploaded a game yet…”

The shooter mechanics are basic, but well executed. It’s definitely a game that tests knowledge of maths more than just reaction skills. I can easily imagine it being used in a school as an actual learning tool.

Neat game! The platforming mechanics are very well-made and responsive, which makes this game stand out from those in which questions are all done with menus (which includes my game as well).

The game was quite funny! I liked the idea. Could be improved by adding more than one example of code, and possibly having an “error” state if the pieces are in the wrong order, but otherwise I had fun.

An interesting idea, and the execution is not bad! Was surprised to learn that not only does Japan have a distinct kind of abacus, it’s apparently still being taught in schools today. The graphics for different numbers on the soroban are kinda hard to tell apart, and could be improved, but it’s possible to get used to it.

Very well-executed in all aspects! I like how the time limit for each question changes dynamically based on your success streak.

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Looks neat! Kinda disappointing that the problems are the same every time. Also, romanization nitpick: if チバ is Chiba, shouldn’t アイチ be Aichi instead of Aiti?

Looks like a cute and well-made game for teaching basic mathematics.

The game is not uploaded, apparently :-(

Bug report: pressing X on the screen that displays the hiragana and romaji for each name crashes the game.

Looks pretty fun. I like how some of the segments are just for fun, and others can actually be educational (like the logic gate one).

Feature suggestion: when the standalone files are run on a system where PICO-8 is also installed, it uses the control settings from PICO-8. On my system, they're bound to WASD + J and L. I bet many others also use WASD. Is it possible to add a third controls layout where player 1 d-pad corresponds to strafing, not turning, so using the keyboard and mouse in such conditions becomes much easier?

Decided to try out the game, but for some reason it looks as if the train is very dark. Is this a bug? (Arch Linux amd64, Radeon RX 580)