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A member registered Apr 04, 2020 · View creator page →

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This looks correct to me as well... The collision detection isn't 100% perfect. I bet some of the crossings were too close and weren't counted as a separate intersection, or a crossing close to an intersection made an earlier collision count as if it were with a different segment. Restarting and trying again should fix it. This is a problem that is worth fixing if I continue developing the game. Thanks!

Thank you, and you were most likely correct, there are a few issues with win detection that I was not able to fix before the submission deadline for the jam. I will upload a patch after the rating period is over, but you have seen most of what the game has to offer. Thanks for playing!

Really cool game! I especially love the artstyle and effects. The clouds kept making me think I saw projectiles coming at me that were not there lol. I do not understand how the outlined projectiles work? My understanding was that I could ignore them as long as I block the real white projectile? Let me know if I am wrong. Great work!

Loved it! Very clever idea for a puzzle game. The fact you have to make one sequence that can work over multiple repetitions with your character moving to different places makes for a super unique challenge. The artwork and sound are great as well.

This one scared me! I feel like the goal was to deliberately discombobulate, I could never quite get into a loop because unexpected things would happen, enemies would appear and at one point it started quizzing me on math! Well done.

Absolutely brilliant, favorite of the jam so far. Such an incredible concept to have an 'Auto-Racer'. The art style is fantastic, there is so much juice, and the music and sound effects choice are fantastic. This needs more ratings, and its 5/5s across the board from me. 

I like it! The shop with upgrades and skins brought me back to the old App Store games I used to play back in the day, especially Crossy Road given the theme. The audio was a bit abrasive. Even with my sound fairly low I felt like the horns were blaring at me, so I muted the tab. I also wish I had even more detailed control of my chicken's speed, but the fixed intervals of speed are likely an intentional part of the gameplay. Good job!

Loved it! The concept was so easy to get, but it was tough for me to think through an ideal strategy. By far the most dangerous part is the instant one of your past selves shoots. If you don't realize you are on that spot, it is a quick game over, but remembering that and planning for it is part of the challenge. I was blown away by the bricks exploding physics, and the super satisfying rewind effect! Would love to know how you did that. Great work!

Loved it! 5/5 Artstyle, brings me back to PS1 and the factory aesthetic makes me think of Oddworld. It took me a bit to understand the mechanic, and after I understood it it took me a bit to put it into practice consistently. I think that is the mark of a good mechanic. Level 2 might have been a bit too hard, I almost feel like there are some levels that could have been put before it to help me get used to the mechanic without needing to keep retrying a tricky jump. Regardless, I loved it.

10/10 music choice. N-key rollover will cause issues with having 26 simultaneous players (among other things lol) but maybe that adds to the strategy of what keys you choose? Very creative and funny entry!

Great entry! Things that would ordinarily be points of friction just served to add to the setting. The character and space station rotating at different speeds started as nauseating, but gave me the feeling of acclimating to this sort of environment, and by the end felt like second nature. Very clearly inspired by Interstellar, especially when I missed my target and had to loop back around, "This little maneuver's going to cost us 51 years!" lol. Great work.

Incredibly well made puzzle. I seriously underestimated it at the beginning, thinking everything was about to easily fall into place, but then I realized just how in depth the puzzle was. Great work!

I haven't quite finished every game on the calendar, but this is easily one of my favorites. Great use of an easy to understand mechanic to create situations where the correct move is difficult to find. Also there is A+ use of misdirection throughout, I think I fell for every twist you included. Great work!

He has! I got his permission to adapt it before the jam and he recently played and enjoyed it. I chose this cart because, to me, it already said a lot about what kind of gameplay it could have, and like it was the kind of game I'd like to make. Thanks!

Thank you! I hoped players would forgive the tank controls after finding out why they are necessary :P

Here is a hint, there is no spoiler tag so copy it to rot13.com to read: Gur svefg guerr zbirf ner yrsg evtug evtug

Correct! Just wanted them to stand apart from the already entered information.

Thank you! That hint is only helpful for one possible way someone could arrive at the solution. rot13: Ryvzvangvat pbagenqvpgbel fgngrzragf nyybjf lbh gb svyy va fbzr oynaxf jvgubhg haqrefgnaqvat gur ehyr. Ohg V svaq gung zber crbcyr guna V rkcrpgrq haqrefgbbq gur ehyr orsber gurl arrqrq gb qb gung.

Brilliant mechanic, and felt very satisfying to solve.

Thank you so much! That level onward was an interesting process to make. I made the game for the Ludum Dare Compo and was strapped for time. I first implemented the mechanics of the game as I imagined them, then spent time exploring them to find interesting results. The mechanic used in that level is unintuitive, but logically consistent with the system I had made, and I felt that it was too late to prevent the interaction, and the interaction was impossible to prevent in future puzzles, so I figured it would be a waste to not deliberately take advantage of it. Not sure it was the right choice, but it was an experiment for a game jam. If I could go back, I would have worked out a better interaction. Thank you again for the kind words and for playing my game! I am a huge fan.

You bring up a good point: Free games can be a part of a bundle, and I believe pages without any downloads can be added to a bundle. From a site perspective, it seems easy to do what I am asking, I was simply checking if there was any rule against doing this. I will most likely work out an alternative to make all games available at the time of the bundle's release, but I wanted to know out of curiosity if this was allowed. 

I could not find an answer on this in the forums or FAQ, the closest thread I found was this: https://itch.io/t/3575159/can-i-add-content-to-an-existing-co-op-bundle-on-itchi...

One of the games in a planned co-op bundle needs to release 2 days later than the bundle itself, but I would like for itch users to be able to buy the bundle as soon as possible, then come back later once the game has been released.

Of course, this would be made clear to all users before purchasing the bundle. It will say exactly which games are available now and which are coming in a few days, but I wanted to make sure this was allowed on the platform. Users will buy the bundle with a clear disclaimer that one of the games will be available for download in two days, then they can come back and download it when it has been made available.

Can anybody confirm if this is an accepted practice? Just want to make sure I'm doing right by itch, thanks!

Thank you for the feedback, I definitely agree that the mechanic you are referring to was unintuitive. I realized it existed towards the end of the jam and, since it was consistent and logical and led to some interesting puzzles, I decided to leave in those puzzles that used it. If I were to go back, I would have changed up how the mechanics work, but that's part of the fun of a 48-hour jam. I implement a rough idea, then spend some time exploring it, meaning I also find the problems in the system lol. Thanks again.

Forgot that was a thing in PuzzleScript, thanks!

Yes. Funny enough, the first thing I googled for a pixel art pufferfish reference was Minecraft :P

Lol, Ludum Dare's theme "Tiny Creatures" is of course where the idea came from. I wondered what it would be like for a Sokoban character to grow/shrink to relate to the word 'tiny' and a creature who can do that irl is a Pufferfish. From there, I just wondered about what kinds of weird behaviors might result from the growing/shrinking characters, and there were enough interesting things that I knew I could make a few puzzles out of it. Thanks for playing!

Easily a favorite from the jam. I've played the Witness so much, and played so many fan games, I really should have seen the twists coming but didn't. At first I wasn't sure, but as I went on it became more clear how 'scale' played into the game. For a puzzle game created in such a short time frame I got an incredible amount of playtime out of it, and thoroughly enjoyed it. Like any puzzle game made in such a short time frame though, there were minor annoyances and bugs. I found that the save and load system introduced a lot of bugs. Loading a save caused certain blocks to no longer be able to be dragged, and stairs to not open. Restarting the game and loading a save fixed this. My biggest complaint is that there really should have been an auto save before reaching the top of the tower. After that point, the majority of moves that I was able to make resulted in me becoming soft locked. I replayed from my last save and made a save up there, the kept reloading it to experiment. Making a game this ambitious in such a short time frame is sure to lead to some quirks like that, but the game you've made here is incredible. Great job!

Good game! Like others have said I found it was easy to softlock myself by pushing crates a little too hard and having them slide off into a wall. Good use of the theme, I especially like how becoming heavy to break floors is sometimes desirable, e.g. when it lets you pass into another area, and sometimes adds extra difficulty when you are trying to platform on them. Nice work!

Thank you! To be honest, I really didn't understand what was going on anymore when I submitted the game : P I have fixes ready to go when the rating period ends, thanks for playing!

LOL instructions were definitely unclear, and bugs have made the market quite wacky. My favorite bugs are competitors selling products for negative dollars (an appealing deal) and the lot listing a collection of 0 items, for which your competitor bids a single dollar and wins. Hope the bugs at least gave you a laugh, thanks for playing : )

The learning curve was steep, I was confused by the drainage pipe obstacles until the later part of the game, but once I understood everything the level design came together, and seemingly got better as I progressed. The way you are punished with long falls reminds me of Jump King, an unconventional platformer that I'm a huge fan of. After a particularly brutal fall through three layers of drainage pipes I had to call it quits before I broke my laptop, but I may come back, these sorts of games tend to do that to me :P Nice work!

I also noticed this strategy. The opponent AI is so bad that often just letting them try and run their business will cause them to lose money faster than your rent will deplete yours lol. The AI needed a lot of work and I ran out of time.

You're completely right, my attempt to fix the issue failed again : P now that ratings for ludum dare are over I can make another update. The idea is that you were supposed to be required to use the mechanic to complete (ROT13) gur ebbz jvgu bayl oyhr naq terra. Thank you for playing and for the feedback!

Good point, totally reasonable to assume that. Unfortunately PuzzleScript doesn't let you customize that part of the menu. Thanks!

That’s intentional! The game never has any need for undo or restart since all moves are reversible. The only exception is in the very top room, you can press r to exit.

Thanks, didn't realize that was a feature! Just added

Last level was brutally difficult, but so rewarding to complete. These mechanics are so good, and could carry many, many more levels imo. Awesome work!

Gah! Sorry for that, I think I know what happened, but I thought I had fixed it. I’ll add a note: if the game ever freezes for you in the eternal suffering room, you can press R to exit the room and maintain your save. Also, if you try reentering the room after that, it shouldn’t freeze again. I’ll look into a better fix. Thanks for the report! Hope you’re still able to enjoy the game!

Thank you for sticking with it! An earlier puzzle was meant to illustrate that key insight:





That blues can "conduct" greens, but it was beatable without using that mechanic, I've since patched it. Thanks!

Thank you for your feedback! I wasn’t able to do quite as much with the procedural generation as I wanted to, I guess I overestimated puzzlescript’s abilities, and also was running out of time for Ludum Dare. I would have ideally liked the top to have multiple rooms you have to complete under time pressure, leading to a secret ending, but I just couldn’t get that working. In the end, I thought it was fitting to loop a single basic room, and call it “eternal suffering” lol.


You are correct that undo/restart is never necessary! That was one of the first principles I wanted to explore with the design; in a variant of Sokoban in which every move is reversible, how can I still make interesting puzzles? The lack of undo/restart also made it possible to have the structure the game does where you can freely walk between multiple puzzle paths while knowing none of them can be stuck. It also is what made the method of procedural generation used here possible. The game simply places sigils in a valid position, then randomly moves the player character around to scramble them, with the knowledge that any move made can be undone.


Thanks again for playing!