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Ecsodikas

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A member registered Aug 24, 2024 · View creator page →

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The art style is awesome. There is one very long section that's hard to memorise, but I did it in 2:30. Woohoo

The difficulty spike was real. But it is a really fun game. Some jumps are also a bit hard, but I like hard platforming.

100% relatable. Disgusting mushrooms!

It would be nice to have a few tutorial stages. I had a hard time figuring out that the bottom left is the current state of affairs and the bottom right is the win condition. But afterwards it was cool.

Sadly it's missing the S part of the FPS. So it's not possible to do the fun thing. But the snowmen look cool

As a game not great. As an experience S+ tier. I really enjoyed it

The concept is pretty good. The controls where a bit clunky but when you've figured it out it was fun.

It was funny when the masks went WHOOOOOSH.

I really like the idea of masking out a level before playing it. Sadly I could solve the levels (until it crashed on level 3) without the really interesting mechanic. I'd really like a mode where you mask out the level in a separate phase in a god mode and in phase 2 you have to play the level that you basically designed yourself. Very cool idea!

My smooth brain could not figure out some of the puzzles. At least on the first try. I really like the gameplay, but 1 more minute of time would be nice for someone like me. :D

I had a lot of fun playing this. I was a bit confused on when I can use my phantom limb, but I got the hang of it after a few screens. The art style is awesome!

(1 edit)

The cl-raylib bindings are what I'm using right now. It works pretty well. Sadly, the one I'm using does not have raygui support. There is claw-raylib but it looks a bit setup intensive. 

I don't think you need to rebuild SBCL, you can run SBCL with "sbcl --dynamic-space-size 32000" and you should be able to use Trial. Trial is awesome but it's not something you learn in 3 days. Sadly the API changed a lot so it's hard to look at the older game jam examples which where written in an older version of Trial. On the other hand you have a released product to look at with the Kandria source code, but that's a real project with a huge code base.

trivial-gamekit is something worth looking at, and if you want more features there is cl-bodge which is the 'non-learning version' of trivial-gamekit.

I'm probably switching to Trial aswell, I made a small project a year ago with it. I hope nothing much has changed. :D

Edit:

I just stumbled across EON (https://github.com/bohonghuang/eon) which looks really nice if you are able to build the claw-raylib bindings. Maybe I take the time to do so, because it looks like EON will take most of the pains away you get when using raylib as a standalone thing.

Thanks for the pointer to Urlang, I did not know about it. Sadly, it's not quite what I was looking for. I appreactiate the examples, though. The VM approach could be an interesting path to take. I'll look into it and try to find a way to do so. Otherwise, I'll probably try to use CALM and see how far I can take the Canvas. :D

Hello everyone,

I'm comfortable using Racket and CL (and a bit of Chicken) but I have not found a nice way to deploy games written in those two for the web. Obviously, it's easier to get people to play your game if they just have to click play in a browser but the only easy way to deploy for web I've found is CALM(https://github.com/VitoVan/calm) and that looks like a thin wrapper on top of the HTML canvas.

There are a lot of nice looking game frameworks and engines out there for CL and raylib, csfml, sdl bindings are basically available everywhere but I have not come across something that can easily deploy to web.

Another post here was showing off the Hoot project which looks quite nice but I've never done stuff in Guile Scheme.

Am I missing something for Racket and CL or are there no real options for easy browser based deployments?

I can always just build the executables but it would be nice to have a web build aswell.

Thanks in advance!

Thanks! Yea we were planning a lot more for the game, like loops with upgrades and obstacles. But then our team went down in size and I had to do a lot on my own until late in the jam someone else jumped in to help out. So sadly a lot of stuff was not implemented. But it turned out okayish the way it is now. :D

I guess the real Pawn Shop was the friends we made along the way.

I played a game called Fast Fish. And I was a fast fish. I got 100% what I was looking for.

I love this game. And as a german, I can 100% guarantee that the voice lines match the translation perfectly. EIn kühles Blondes bitte!

I like this kind of progression systems. I like the game.

I got jumpscared. I like this.

That was more fun than I thought possible with a drop kicking baby. I like it.

I had fun playing this. I really love the different power ups you get for each sub level.

I just clicked through the screens and I'd be happy to play the game in the future, I really like those kind of murder mystery games. It would be nice if we could get an indicator of where we can go, otherwise it's a lot of mouse wobbling to find out. :D

Just FYI: The insanity mode is a bit broken, and with a bit, I mean a lot. It takes a lot of time to load in a browser.