exedexes1
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Really nice job. I had trouble with the aiming because that's due to not going fullscreen with it. I think it would benefit from having a targeting reticle thing (even though yeah one can say the system's mouse cursor already is-one) just so that a person doesnt kind of swing their mouse to go outside the app to their OS.
But in all other respects, awesome game.
Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.
Cheers!
--D
main website:
Perfectly solid entry in the jam, good minimal controls like flappy bird games, the graphics feel right up there with Rygar's arcade version by Tecmo with the backgrounds progressing at different speeds. Just right in line with the minimalism requirements of a good chunk of game competitions on Itch.
Highly good gaming experience.
Gave it high marks
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
--D
main website:
I had a single year of piano lessons forty-one years ago at the age of eleven. But had the perfect-pitch gift of being able to transpose anything i figured out, into other keys.
Got kind of smothered in high school by kids that were more forward in band-class so i only sang in choir (then did so again in college in '98-'99).
But always enjoyed synthesizers and knew that if i had one finally with a sequencer built-in that i could teach myself the rest of advanced piano (with my own eclectic style) off going 5 seconds at a time and hitting save then hearing it back to myself.
Whimsy #1 is effectively the start of that, then i just kept grinding making longer compositions, and on the 257th release 18 months into it, started singing vocal tracks (at about 83 vocals now).
Glad you enjoyed!
--D
Goal is either to get to the far right (like a super mario) to the primary exit
Or because it's so horribly hard i made a 2nd way with the coins to spawn an exit near you.
It doesn't help that the time ran out before i could scrub it carefully for game organization issues and make sure that the zone completes were properly recorded on the map after you win each one. So it's not really set up to get to world 8 and finish the whole game.
Theme: Light / "One light source" is just all the lasers
It's a special kind of agony to have my first real game in a new programming platform be under time pressure for a jam, lol.
Glad you gave it a go.
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
--D
main website:
Silly Question but had to be asked. 11 MIDIs as a prompting base, sort of suggests about a third of us will be itching to make multiple tracks that are like 90sec each (at least half the number as of the midi set) rather than a single piece.
So are we kind of building a Holst EP (i mean not necessarily a Holst thing specifically)
Lol I am not cool enough to move back and forth between the forges - showing my age. But I finally grasped it it's like realtime Adventures of Lolo each puzzle room with combat Pressure.
Solid game, good sense of constraints and stuff driving design.
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Also: I super much liked the menacing woosh sound on Start Run button as if saying the game doesn't mess around :)
Cheers!
--D
main website:
This was fun and relaxing. I knocked it over but that's only because i'm a rare goober that played more thousands (and perhaps tens of thousands) of hours of multi user dungeon things than any human should ever torture themselves with. So I knew to stack offense with the char class i picked (I know it has wide class selection but I lucked out).
Definitely engaging and addictiong. Would recommend, rated this with all high marks.
My only criticism would be that it should have the monsters pursue the player rather than statically stand. Or only statically stand if they're right near a treasure to guard. Clover Delve which I wrote carries that urgency and that's my bias from an extremely unforgiving testing ground because I grew up with Moria and Angband when they were coming out for the first time as ASCII games.
That's my bias i'm down for the brutal permadeath but that's not everybody's personality and not necessarily your goal with this one :)
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
--D
main website:
it's just a matter of doing "upload a new project" in the interface on the upper right corner
then classifying it as "album or soundtracks"
and then doing a file upload similar to someone uploading a game.
and then once you tell it whether AI was involved (there's a little mandatory question)
you can save it as public instead of a draft
I've been on Itch from July 2024 as only a musician for 8 months until starting to also do games in March 2025 which was a slow process so my being only a musician effectively spanned more like 14 months before really coding hard.
Good to meet a fellow musician on here!
If you choose there are tons of music jams on here where submissions compete for ratings (for many of us, it's more for the socializing and networking but there are also those who actually make revenue at this).
Cheers!
--D
main website:
I'm doing well enough on Clover Delve that i have a conundrum that i want to submit so i don't forget to submit
But the playtesting makes me compulsively want to keep modding it and you're not supposed to mod it after it's a submission lol
I could private fork it into a nonpublic project page i suppose, like a duplicate clover delve that is post submission
3-28-2026 4:59pm : PROBLEM SOLVED: I have now, as of v2.72, run out of things to ask for. Which if anyone remembers Spiracle recently that's an indication of how jam packed this thing is. Way deeper than i could ever playtest. Which is my nature. Cheers! This is now a submitted project to the jam.
Yeah a bunch of my things are prototypical.
It's standard for me as a creator both in music and in the games now that i do games, to kind of thought-provoke and a situation where only like the top 5% of my output is what we would call airtight enough to be professional.
Like i think Valve corporation would chew me out if i didn't run my code through some people where i had to pay some money to real non-AI programmers to Vet my code, before i could plunk down $100 and be on Steam the first time.
Which will be a fun rite-of-passage maybe in a year :)
Glad you gave it a chance!
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
--D
main website:
Yeah i fought with it a lot, and i seem to a lot in 3D where they'll make you a soldier in the AI but they're waist deep and their legs are under the surface of the ground and you have to argue back at it like ten times. You'll get fed your 3D model for sure but then you have to barter for correct collision detection quite a bit.
Glad you gave it a go. See the other comments I made in the thread about my background, I'm kind of an old fart making complex promptings with extensive gaming memories going back decades. So i will ask it some weird reference for an arcade game that maybe they only ever made 20 coin-op units and AI being all knowing is like "ok boss" salutes and goes and does it :)
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
main website
--D
This was a rather expensive experiment luk-pio, i subscribe to Rosebud AI at the $50 a month tier and they are pretty sharp at fast-prototyping Phaser JS and Three JS. then i took it to my paid Claude Sonnet 4.6 outside it (which is $20 a month tier) and remember i've been at this since atari 2600 so i know how to make very weird requests where i type like 2 paragraphs, and then just imagine me doing that 15 times. so as someone in their early 50's i've abortively learned a lot of fundamentals in programming even though i don't code for money, like learned a language every 5 years then stopped at the teach yourself in 21 days level.
so that's part of it and being a wordcel that can write prompts to AI, that are almost like business contracts.
that: will get you density of detail in 2 days.
Cheers!
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
--D
main website
I say very ambitious prompts to the AI like 3 paragraphs :)
I'm also very picky how I restrict it like telling it to interpret things only additively and not subtractively.
A hyperlexic brain that will prompt almost like legal contracts helps :)
Glad you gave it a play.
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same!
Cheers!
--D
main website:
it -was- made in haste and people are totally right :)
Gave you an itch follow, if you like the thing(s) on my page(s) consider doing the same.
In my games and also in my music i've decided it's more economical to thought-provoke than sink too much into polish unless someday i think i'm going to make as much as my day-job at it or something.
like in music i'm not ever making Elton John bucks
Glad you gave it a try though.
Cheers!
--D
main website:
Every criticism here is super accurate. Working games in this way one gets kind of dragged along by the AI and we fight as best we can but time is limited lol :)
Glad you gave it a try!
So farrr......I am a stronger musician than a game maker.
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
--D
main website:
On cloud nine whenever both you and Fox give me high marks on the same night, lol.
Everybody's spot on with their criticism, too.
The end of winter is throwing me curves, and i'm throwing my own at myself as I started writing games as well as music more vigorously with AI to help me (I mean as I declare in my own front pages, I grew up with Atari 2600 so now that i'm unleashed, having AI write boilerplate code is an enabler the same way the sequencer in the FA-08 un-bound me with my perfect pitch recall, since I always was a recreational-level programmer all through the BASIC language days of the 70's and 80's up to now. A weird digression but the common thread is -time-crunch- trying to orchestrate all this and a house-move at the same time before things stabilize in the middle of the year.
Best regards to you and yours, Kale, and glad you gave my thing a listen.
--D
Yeah my outings pulling samples in from for example pixabay hasn't been very many times yet, i am slowly emerging from doing lock-step where my MIDI's from the Roland FA-08 virtually described the entire piece into more of a multi-stage pipeline for production.
Which then takes us when talking about MuseScore notation to a place where if i -do- put sheet music out it's "elements from" or "MIDI elements", which formed some of my reluctance to go at sampling more aggressively.
Glad you gave it a go!
Cheers!
--D
main website:
Most gratified that you gave it a go. Yeah I'm always under the constraint that I'm splitting time with a day job and not a full time musician. Things "would" (and sometimes a year later, actually do: see "Alpha Remasters") get sufficient polish. It's only perhaps the top 5% of things which luckily get it right on the first try. ("Waiting for Disaster," "Climbing the Martial Ladder", "Every Given Moment / Chnospinci", "The Pause That Refreshes").
Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.
Cheers!
--D
main website:
the control response has high praise from me. the plot feels like good old '82 TRON movie
the only thing is once i was very very lost i couldn't find my way back (but it was some point after the cooling towers so fairly far into the game. Phasing didn't seem to get me home. And maybe in a rigorous game that's okay.
But everything in terms of innovation felt very slick and intelligently designed.
Gave this high marks everywhere.
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
--D
main website:
I have -pretty- good personal traditional roguelike chops, having started with IMORIA in 1991 at UW Seattle.
Everything here felt high quality for a roguelike in this old school vein.
I was especially pleased with the planning encouraged by being able to partially see through the walls. It's nearly presently-clear but not *quite* how to plan to get things that are distant, and one's guesswork gets better at this sub-skill the more times one plays.
The fact that it wasn't known beforehand how strong the enemy types were, was a definite plus in a procedural roguelike where you're not supposed to pick up the hints except gradually.
So i have heavy duty respect for this game. Gave it high marks all-over.
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
I mean, I died before getting down to level 5 but the point of a jam rating is can a person figure out -intent- i think mostly. Would a better player at it than me feel at home, that's a big yes.
Cheers!
--D
main website:
I liked how the slick minimal audio was appropriate even though simple to the immersion.
I felt good kinship with this being like scramble, lunar lander, and moon patrol.
Especially moon patrol where its not necessarily smart to go fast, and also specific to this game you'd better be -right- about the choice to double jump lol. A+ for interesting decisions there (per the Sid Meier quote)
gave this high marks all over.
Gave you an itch follow, if you like the thing(s) on my page(s), consider doing the same.
Cheers!
--D
main website:
































































































































































































