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DoubleATam

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A member registered Mar 05, 2015 · View creator page →

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Planning to! Just taking a short break to avoid dev feeling like a chore.

And thank you, I really do appreciate it <3

The description states the deadline is December 2nd, but not exactly what time or timezone. Given the page's actual countdown deadline is aiming for a later date, should I assume there's a bit of leeway?

Ah, I wish I'd found this during judging! Glad to see i wasn't the only person with a healing fighting game idea. Of course this one's far more playable than mine lol

All it needs is to save your high score so that I don't accidentally tap the game over screen on the frame I die; i wanted to keep playing past the required score, but then I'd get punished for it by having it reset...

Also technically iirc the original game was taken down because the dev didn't like what their game was doing to society, but it's hard to fault a bit of dramatization. I'm less versed on the history of the other games as well, so I wouldn't know how much of it is made up.

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I keep getting A/S/Space/Down mixed up and frankly if this were mouse/touch-controlled, you wouldn't even need a separate Insert toggle, you'd just hover over where you want the piece to be. Hold could also be exclusive to the menu if it were less confusing about it too. But past all that, the game feels really nice!

The Battle Network-esque menu gauge is really cool, I love periodically planning my actions, and there's some fun risky plays like seeing a good piece coming up and avoiding opening the menu just a little longer. The lack of time pressure when actually placing pieces makes it laidback buuut does leave me wishing for more.

Also, insert is a pretty clever mechanic for how simple it is and you'd think more games would be designed around it. (Handling falling and rotating pieces tends to be pretty annoying to design & implement in my experience, especially for more exotic pieces than tetrominoes, or again, for touch screens)

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Ah, looks like executables made with pyinstaller are notoriously prone to false positives from Windows Defender.

Game itself is nice, like a take on slenderman with cool art. Even though I could kinda cheese it by just tapping space occasionally it was still really tense.

Without a "retry level" button each time I got stuck due to a bug or my own mistake i needed to start the whole game over, so I eventually gave up. but i was having fun and the dialogue was great!

I'm too scatterbrained to do well but this is definitely wonderful.

I really like the idea here and there's a simple fun in racing to make a full column and watch the lil character fly away. very cute

also it's probably a coincidence, but the wind reminds me of a strategic concept in Puyo Puyo called "harassment", where players will attempt to send smaller amounts of garbage to disrupt each other's plan rather than merely focusing on building a big chain ( https://puyonexus.com/wiki/Basics_of_Observation,_Harassment,_and_Strategy ); a single-player game focusing on defending from that sounds interesting. but i'm just musing and overthinking here, this game's just really simple.

My favorite puzzles were the ones where I figured out what they were supposed to be, so at some point i'll need to replay this to fix the rest :P

I also hope in a later version the player can flip through the children's book they made. I think that would be good motivation to go back to previous levels.

I'm a sucker for puzzle attack games, even though i'm not always great at them. Pretty brain bending but I appreciate the attempt to have the main board controllable with only wasd!

Absolutely, the game needs to give much better feedback about what's going on. It made working on it confusing too, so if I have time I'll definitely improve that first.

That was fun! Although I think it's a little weird that the sub didn't actually make an effort to avoid the squids. I could see this getting more unit types in a later version too

While I feel bad for people who are susceptible to things like motion sickness from screenshake, once i realized that your jumps keep momentum if you let go of the controls, I actually kinda got into it and found it pretty funny. Some of those sharks are jerks though!

The multiple endings were also a fun surprise.

This probably counts as a Tower Defense game of some kind, right? Funny how in hindsight that genre is almost the opposite of an action game while still being kinda action-ey. This game could also be seen as a Mario vs Donkey Kong in reverse?

I'm pretty bad at managing a huge level unfortunately! I really don't have the visual memory it takes to do more than staying in one place and ratcheting forwards when someone slips by. Plus, while you can teleport around the massive level, you can't really do that as easily for the equally massive traps list.

That was quite cute. I'm glad some of the spectators act different too

Someone I talked to told me that when they viewed the frame on its own, by either right clicking the failure notice and picking "This Frame" > "Show Only This Frame" or going here https://html.itch.zone/html/8276909/game/index.html it worked. The game runs normally for me so I can only take their word for it.

That's what I did! I can see it ticked right now. And it works on my browser, so... not sure what else to say.

I'm really sorry! Godot apparently has low compatibility on web. I was going to upload a windows build later, but I didn't realize i wouldn't be able to do so while judging is underway. Thanks for trying...!

There's a simple joy that comes from being able to play a "draw the bitmap" type puzzle game, especially in color, that rewards just kinda feeling for it, and especially being able to paint wildly without punishment. Even just watching the paint tubes get spent is fun.

At first the minesweeper clues seem kinda clunky and redundant but eventually i found myself following them as they updated to confirm my hunches. (Maybe they could be conveyed better or replaced with an equivalent mechanic, though?)

Wish I could use the mouse though :P (I know that's an option even in pico-8) Also sometimes I accidentally paint over something I already painted and lose information that way, but I understand not being able to implement an undo.

PS: ironically i found this game through the minesweeper tag, even though i don't quite consider it the premier mechanic. Meanwhile "picture-solving" is a good name for this kind of genre but this is currently the only game in that tag. Discoverability is hard!

Sorry for the late reply! I'm having trouble following what you mean though. Basically, snapshot your gear at the start of the fight, turn on vanilla Inevitability of Rust rules, then restore the gear at the end of the fight but keep any new gadget?

You could totally do that -- and i invite anyone to mess with my scripts, though forgive my bad code (also check the dicey discord for modding help).

But I think at that point you're moving closer to Warrior than Inventor? The big draw of Inventor to me is continually changing how you play, and I don't know if between-floors is often enough. (Plus you could get screwed over by the "randomizer".)

I WOULD like to see a twist on Rust that's unencumbered by long-term planning, but I think you'd have trouble tweaking it to make sure you're always making interesting decisions.

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Tetris is a good base, and I do think the new mechanics are cool. Took me a while to figure out how they worked though, they feel pretty messy at first, and sometimes the tetris rules (like the selective gravity and tall & wide playfield) feel like they're working against them. It's neat though, I keep replaying it.

Also occasionally the game glitched and had me drop two pieces at a time which was pretty funny. (Sometimes on restart, sometimes when I used Roll. It only stopped when the game ended) Seen here:

(also why'd i have to turn into a tetris nerd last year i keep trying to do Spin moves aaa)

It's kind of impossible to play the game as intended right now, but using a rotating object as a very finicky swiss army knife is actually pretty entertaining when it works.

I think I saw every level but I don't think I solved them all, sometimes I glitched them unintentionally and couldn't go back in bounds.

I was wondering why the title would at all relate to that game when there's a lot of grid-based dungeon crawlers, but this really did remind me a lot of the weird dance steps you have to do just to align yourself with skeletons. I like the movement die and even getting screwed over is kinda funny. Good job!

The die roll could be a little faster and I think losing your cards is pretty rude, but I like where it's going. It reminds me a lot of MegaMan Battle Chip Challenge, which is kind of another chill card-based autobattler. I could imagine just letting a bunch of matches play out on the side while I do stuff.

It looks pretty cool, and I like to imagine that a good player could pull some smooth moves. I am not that player...! Shot leading is very hard, especially when the angles matter, and especially when same shot hitting the wrong target can kill you. I also quickly get overrun by other enemies when a centipede (or more) shows up, and I also barely get to practice against it so I haven't beat a single one, while the spiders are trivial.

There's a cool idea here though. Encounter design in twinsticks can be pretty boring, so making sure your shots need to count is a good step, and it plays into the fantasy of like, cool card-throwing edgelords. It's just kinda micromanagey and punishing right now though, and i'm not sure the dice are helping.

Thank you! Already this feels like it was worth doing

Assuming we're basing ourselves on the template cart (so there's some surrounding stuff already), what token counts are like, acceptable? I don't plan on going over 2000, but is 1900 too much or is that fine? (default game is 1442 so I feel like I'm going over)

On that note, I also feel dirty for including 3 sounds, where two are pitch-shifts of the template's jump and the last is a success jingle (based on the pico-8 boot) that I honestly expected would be in the template. I definitely don't wanna be the one doing the elbowing, but I don't know what else to do.

(On the bright side, I avoided adding sprites!)