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exedexes1

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

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Yeah im not happy with the background it's like there's 2 sprites on each other eh ? :)

What happened like i babbled on the page, is the credits ran out, then they gave Grok Build some kind of extra creds so iw as able to go more, then on the 2nd credit crash out. i had to seal off the rest of the game before i could get the Regular Stairs to Work.

Also there's more music like that at:

https://exedexes1.com/

so what does that do? well, you ask Grok Build or you ask Claude Code something like this:

"utilize polyitch to encapsulate the game's functions to showcase what each language does --best-at-- in the context of the hanging-structure of the game which we've hitherto carefully prototyped only in JS so far"

and then it goes off and does this. and polyasset likewise.

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i also built 2 utilities in the course of building the game for adding more languages than just C/C++/C# under Unreal Engine 5's Web game capabilities

polyitch (polyglot): a utility for suggesting and compiling other less-used languages and aiming them at WASM and compiling them to WASM in a form compliant with grafting them to a JS game that's already being converted thru UE5 for itch.io consuption,

polyasset : same idea as polyitch/polyglot but for recommending and then implementing less-used file formats and asset types.

The thinking goes something like : maybe everything comes out of the other end of a WASM-compile anonymously as machine code BUT it engages the persona(e) of the LLM's differently if they are asked to "think in Rust" or "think in Go" or ... "think in Malbolge" (??? see the line count of the game!)

...and so you would get sneaky creative behavior out of Claude or Grok that would otherwise not be a distinct flavor.

and the same from polyasset

The Theme of CHARGE is used once literally and once as a pun. You ride your steed and CHARGE around as your primary action which accrues ENERGY CHARGE.

Pick numbers 1-6 (later the hidden spells too) to commit a charge which sends your steed hurtling at the target (sometimes a wall) to select which spell to discharge.

The game starts as a roguelike then more of a full RPG and lastly as a strategy game but the last part isnt fully built yet.  It's intended later on that if you wait in the title screen and the splash screens that some RTS time will happen in realtime so if you gain in power and have lands or entire planes of existence under your control later, then you can crash your fortunes on purpose by sitting in the attract mode too long.  But it may also randomly benefit you. Still working that out :P

You can save your (J)ourney and continue it at the title screen.  Interface is a little frustrating i am hashing out alternate paths with mouse clicks that are not fully worked out.

This is in keeping with my game making philosophy that ideally the best ones I make have elaborate -ramifications- but you can IGNORE Them and play the base game as simply as like an 80's arcade game.  So you can smash around like you're playing UMoria as a roguelike and ignore stuff and still have a good time.

This is outstanding because I see in this, because I grew up with like Combat cartridge on the Atari 2600 when I was about 5 years old, the lineage of this right down to the present day.  I liked that it was kind of floating tetris pieces for the environment and the kind of vector-neon aesthetic.  It's a measure of a game i fell in love with that I immediately have suggestions which is maybe integrate some of a fixed environment variation (which implies adding a "Round #:" counter.  So that your amorphous floating obstacles environment stays IN there as a possibility but theres like amorphous AND fixed-maze with no floaters AND a mixed stage.  I think you've got a really hit game if it goes grandiose with a story/plot and some stage-structure.

Most excited! 

Gave the game high marks and yourself an itch follow, if you like the thing(s) on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

This is brilliant because you have immediacy of shifting your villagers but also deep strategy where i got in that one interface and the tech tree felt like a Path of Exile grand-grid-map.

Super nice!

--D

main website:

https://exedexes1.com/

In skill terms, I'm absolutely terrible at the mechanics of this game -- BUT i think this is a classy and tasteful concept.  It made me think of Rodney Dangerfield in "Back To School" where the climax is that he dose an implausible jump where he bounces 3 times (the Triple Lindy) so I was very sympathetic to the general atmosphere of the game.

The need to plot the trajectory beforehand made me think of Caromble on Steam which is an Arkanoid where you pause between bounce interactions and pick the Newtonian trajectory of how the paddle is going to bounce the balls.  The thoughtfulness of it appealed to me greatly!

Gave your game high ratings and yourself an itch follow, if you like the thing(s) on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

I personally had difficulty with this game but I think for the type of game that it is, it's extremely good. Rating jams is more about figuring out the intention :)  What intrigued me is the mechanics require you to think a few seconds into the -future- so in this respect it is a far higher quality game than a normal Flappy Bird genre game.

People who like this sort of difficulty will be really excited to try it!

Gave your game high marks, and an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

I wonder how I will fare when I try this genre (Which will also be for the first time when it comes!)

I liked the immediacy of the story it was very engaging.  I did have trouble swimming to certain objects but I think if i was designing it i would deliberately retain some of the difficulty reaching them because the variance is part of the immersion.

All around an excellent first outing for a visual novel type of story mixed with light action!

Gave it high ratings, and yourself an itch follow.  If you like the thing(s) on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com,/

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You are of course right, michyo-san.  It needs a plot-deepening.  And I think with such resounding positive preference I might consider leaving it a peaceful game rather than pushing too much aggressive action into it in post-jam refinement.  Most of the unfinishedness was from haste :)

I do tend to try to pack more cereberal depth or ambition into my games which tends to result in most of them time they place last, or near-last, in game jams.  (The same occurs with music jams where my music pieces come off as chaotic).

Balance accidentally coming from stopping-short often surprisingly improves their focus. (a perusal by searching spotify for "Crybullying" and listening to the 2-part production there, will show what happens when i do a pop song (which is almost never!) ).

Glad you gave my game a try :)

--D

main website:

https://exedexes1.com/

I think ironically I'm faring better for inadvertently it becoming an idler compared to if i had had more time and Badly made it an Action game :)

This is how my sense of humor runs.

Glad you gave it a try!

Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

(1 edit)

That's the spirit!

Glad you liked it!

Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

main website:

https://exedexes1.com/

(1 edit)

burying it deep in the comments because it's not the main submission, the vocal soundcloud is here:

https://soundcloud.com/doug-stoothoff/pause-the-rocks-v6-acoustic

and then Claude just went to town with the weird references in it

lyrics at bandcamp : 

https://dougstoothoff.bandcamp.com/track/pause-the-rocks-echoes-of-the-grind-v6-...

(1 edit)

yeah at this low a version we're still in the scramble where we're disagreeing with the LLM and i think 0.77 was better than 0.90 in some ways

note to everybody: feed the criticism and it will go in pretty shortly when creds refill post jam

and i was credit-poor in the first place because Glacier Aid Call got the lion's share of resources for the period, last week (and was delivered on time but i was too exhausted to go back in and rate other people in -that- jam so it's a beautiful game with tiny exposure...

in other words to push hard on efficiency, the more frozen-in-place your design doc is with more anchor points the better you're going to use that barely 14% of budget before it hits the cap.  And since Grok in X can be endlessly chatty and give novice-level code, and it's paid for me thru 8/20, it was like ok so make that text file really fat

Thanks :)

I don't know if it'll -ever- 100% have correct pathing for all the roads, but it's a neat discussion piece for other devs to download and pick apart just like Kernogram Smashers is an open challenge :)

Cheers!

--D

main website:

https://exedexes1.com/

Really enjoyed the water effect and the 3D feel is right, control responses are good. all it needs now is like an escape-key sequence to close application (or go to pause menu then 2nd escape is confirmation)

Gave it high marks, and yourself an itch follow.

Cheers!

--D

main website:

https://exedexes1.com/

Thanks for your kind and candid review, time permitting I definitely will return with a rating (feeling under the weather with the wildfires smoke (ironically i'm living in the same location as the game's setting) nasty sinus headache but will rate a bunch of folks when i feel a little better here in the remaining hours.


Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

Thanks so much for your candid feedback.

Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

It's being looked at since Claude betrayed me on the released version (2.57) the private one with Aura AI is already at 2.90 and is addressing.....some stuff.

Glad you gave it a go, and thanks for your candor in the feedback.

Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

8-3: im not allowed to share it out during rating but the private fork where i used Aura AI is at v2.60 and has the routing problem fixed

thank you Vertex i do go deep and verbose on my games figuring i owe it to us if i do use AI to like smack the thing so hard that it cries Uncle.

so you get ambitious stuff that gets fixed later. :)

Gave you an itch follow for the kind review, if you like the thing(s) on my page, consider doing the same.

Cheers!

https://exedexes1.com/

Thank you :) It's a hot mess because the beats-of-the AI was like 3 versions back: perfect routing. Immediate version: betrayed me by scrambling stuff because I fixed cosmetic things :)  But the rules on this jam is I can't mod during rating period


Such is life!

main website:

https://exedexes1.com/

Read the project page before playing... It has Many Tips.

thanks, often it's the classic problem where it's whatever's Alphabetically first

(exedexes1) so the one that says "Pensive Metroid" is not the correct one and "Xybots" is the correct one.

One of these cases where i can't see the submissions beforehand so i can't manually remove the other one.

It felt like we were in solidly produced stuff territory with this like I was listening to a CPS-2 beatemup from the 90's soundtrack.  So really it's in the middle section where we get the Glitch part of the theme operative.  And you nailed it there.  Fine work.

Gave you an itch follow, if you like the other thing(s) on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

I liked the middle track the most, it felt like it would go well halfway in the middle of Battle Garegga arcade game by Raizing/Eighting with its distorted pads.  Really overall on all 3 tracks I was super pleased with the LoFi vibe going on.

Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

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I like that you have complex implications but simple gameplay core and I did something like that for Faithful or Fickle recently.  I really believe in that even though the detail on my games looks daunting but if people can find the core action they can kind of reap the content satisfaction if they tough it out.

So I'm deeply in sympathy with this design philosophy.  Most impressed.

Gave your submission high marks, if you like the thing(s) on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

(1 edit)

This is awesome.  I judged another game like this where the point is total darkness or bad visibility but this is way way better because you can at least use the minimap.  Very pleased with weapon selection, the fact that there ARE bosses and the boss AI's.  This feels like something I would do in a jam with longer than a week of time (and this is kind of a longer jam right here, right?)  The dedication on this making sure it had many systems, i feel a kinship with.

Most very pleased with this game.

Gave it a good rating, if you like mine in return, consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

Nicely done, slick use of vintage cartoon theme.

Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

I was pleasantly surprised (and this is a person who when opening one of these says "Ah. Visual novels.  I don't do them! (I don't build them either)."  But often I find the person who -does- make these, has thought of that!

Very pleased with this game over all.

Gave you an itch follow, and high marks for your submission.

If you like the other thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

Everything on this is super high quality of production, but I will say you have to be the kind of person dedicated to playing a platformer with a difficult interface with that low margin of error.  But this is going to be a great game for -that- kind of player.

And that's more important in a jam than whether I'm terrible at it (I am).

Gave the game high marks, and you folks an itch follow, if you like the thing(s) on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

I didn't figure out much about how to interact with the plants and didn't get past the gate.

But i could see the quality of what you were going for and the complexity of the systems and I think that counts more in a game jam.  I think that's courageous in a situation where coming into visually at the beginning, it one would think it was about shooting things.

Gave this high marks, and yourself and itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

It must have been written for mobile because i got in there and my char gets just instantly killed and the game is over before i can interact.

But i did appreciate the voiceover sounding like 1994 Super Metroid.

Cheers!

--D

main website:

https://exedexes1.com/

Outstanding 8-bit work!  Would have fit well with any famicom cartridge in the late 80's.

Gave you an itch follow, reposted and liked several tracks and put them in Soundcloud playlists.

If you like the thing(s) on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

itch page:

https://exedexes1.itch.io/

Fine work!  reposted your tracks and gave you a soundcloud follow, and put some in my playlists.

If you like any of my work on my page(s), consider doing the same!

Cheers,

--D

main website:

https://exedexes1.com/

itch page:

https://exedexes1.itch.io/

(1 edit)

I liked especially the progression of the monsters the red guys with teeth immediately made me think of the crabs in 1983 Mario Bros before Super came out, they would get angry and bare their teeth and go fast.

I also was super happy with the fact that the thrown things could penetrate through multiple enemies so you could be smart if you wanted to be and it rewarded that.  I thought if you were going to be really making the game meaner later you could make it so you lose objects that explode along with the bomb if thrown at the same time (so for example you had to reacquire a brand new black/grey Puck again in that case).


Gave it high marks, and yourself an itch follow.  If you like the thing(s) on my other page(s), consider doing the same.

main website:

https://exedexes1.com/

I am giving this high marks even though I couldn't figure out maybe my map was unlucky, how to get a mine built so when the natives arrived my guys just died.  But I see where you were going with this so that was excellent.

Gave you an itch follow, if you like what you see on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/