Thank you! 🙂
Goldlocke
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Thank you! No plans at the moment, no. You could try asking https://itch.io/profile/kannagichan or https://x.com/commodorekulor. ;)

With the deadline well in the past now, I've checked out all the other entries and was stunned by the quantity, variety and quality of this years releases.
I've compiled some of my thoughts regarding my entry here: https://goldlocke.itch.io/der-wanderknecht/devlog/1033407/the-promises-and-peril... .
Reading comments here and on the individual submission pages, I got some impressions from you, but I'm still curious to learn from everybody who participated, whether you submitted something or not:What was your experience like, what did you struggle with, were there surprises along the way and looking back, how do you feel about this game jam?
And in case you didn't participate, what kept you from doing so?
Thank you so much for taking the time to evaluate all the entries in this jam! I think the format of critically reviewing the entries together with your community in the stream and all that feedback is very valuable to us as developers. It's a double-edged sword, of course: On the one hand, watching others play your game with reactions is a free feedback goldmine. On the other hand, it can be very painful if bugs are discovered, you realize your intentions as a developer don't come across or if you get the feeling that your game, which you poured your heart and soul into, is being dunked on. I think you did a great job there. So thank you again!
I love the player animation and the parallax backgrounds with HDMA effects applied look great! I also like the atmospheric music, although one of the lead samples sounds a bit off (maybe due to having been shortened).
From a gameplay perspective, I believe it would benefit from being able to:
- slide around corners
- parry enemy shots and have a short-range melee attack (risk-reward)
Overall, a great submission!
Loving the concept, multiplayer games are great, can't have enough of them! Hope to be able to try this soon with 3 friends. The map editor feature is great! Regarding the shooting delay: Instead of delaying the bullet, you could fire it instantly and subsequently change its trajectory if an additional shot direction button is triggered within n frames. No idea if that would feel weird, but maybe worth a try. Great submission, overall!
You did a great job on this one! There's a lot of neat touches like the sloped ground, idle animation, translucent elements on the map and I'm sure you put a lot of effort into the final mode 7 sequence. I'll second the suggestion that wall-grabbing without explicitly triggering a button would be more intuitive. Also, maybe signal to the player whether he can wall-grab or not (for a brief time, I assumed my shoulder button was broken because the wall grab wouldn't work repeatedly). Thank you!
Very cute game! This genre isn't my cup of tea in general, but this one is very charming and a great demonstration of your forth compiler. I can feel the pain of having to triage between audio/visuals and level design. In the end, I just cut the sleep out and did the best I could in the remaining time...
Congrats on the first submission!
I found the sound effects and gameplay to be quite enjoyable, there's just not a lot of content here. After checking out your original Dangerous Drake demo, I was hoping for more level variety and more interaction with level objects.
Did you run out of ROM space or did you lose interest?
I believe you could turn this into something quite ambitious if you wanted to.
My first impression based on the screenshots was that this was going to be one bland game.
But quite the contrary! The controls are nice and smooth and the fantastic music gives this game a unique, relaxing atmosphere. It recalls early 90s SNES music in the best possible way. There's also quite a bit of content for a 2Mbit game. My only two gripes: Falling down stairs after climbing to the top and the last boss is extremely hard, I was just barely able to beat it after way too many tries. Maybe I missed something? Overall, a fantastic submission!
Whaat, a new SNES game I don't know about yet? Just beat the game on real hardware and enjoyed it a lot, this is just great! Loved the twist, felt very fresh and outside the box! The atmosphere created by the graphics, music and dialogue is surprisingly tense considering the small scope. Amazing that you created all this in just three days. I noticed a couple of graphical glitches that although having never worked with pvsneslib I believe to be easy fixes:
- garbled graphics during initial boot and scene change: maybe try setting the screen brightness to 0 or enable forced blank during screen transitions (both via register INIDSP/$2100)
- character disappearing on left screen border: Allow sprite x-position to wrap around to negative value (msb of sprite x-position in high OAM table) or just don't allow player sprite x-position smaller than 0.
All in all a very welcome addition to the small SNES homebrew library! Thank you so much for putting in the effort, very much looking forward to your future work!
Greetings from a fellow SNES developer
First of all, congratulations on a well-deserved victory to Benny and many thanks to marshoepial for hosting this event!
I had a lot of fun creating my submission and equally enjoyed checking out and playing the other entries, each of which I feel was an accomplishment on its own.
Despite the number of entries, I was pleasantly surprised by the variety of genres and ideas presented.
My own entry fell well short of my ambitions, I'd originally planned a game with 8 worlds, a map, cutscene-driven story and many magic moments. In the end, I had to reduce my daily sleep cycle to 4 hours just to be able to meet the deadline and have something at least resembling a somewhat coherent game (Due to scheduling conflicts, my personal deadline was a few days earlier than the official one).
What I found disappointing from a personal point of view was the lack of participation by established members of the snesdev community.
Torte00 is a newcomer, I'd consider Benny to be a relatively new member and I don't know anything about cand. Maybe he's been involved in the community, but released under a new pseudonym like myself.
I understand it's just a hobby and not everyone can find the time to participate and that's absolutely fine.
But if we want to expand and reinvigorate the snesdev-community (lofty aspirations I remember being voiced on the nesdev.com-Forums prior to the Jam), I think we have to lead by example and to show others that this can be a positive place where creators and their productions are valued.
Time and motivation aside, what kept you from releasing a game this time? Lack of resources/documentation/example code? Maybe we can improve the situation for the next iteration.
In conclusion, I'm really happy with the games released within this Jam, I hope we sent a positive signal, garnered some attention and laid the groundwork for future SNESDEV Game Jams!
Thanks again to everybody who made this happen!
I played this game for 15 minutes overall and I had quite a bit of fun with it. The gamplay is simple, but the score mechanics make you want to try over and over again. I also really liked that you can sit down and rest if you're tired, that was a nice touch. I noticed a few issues with the collision detection. Also, you can continue after reaching the end and even walk off screen to the right if you try hard enough. That didn't diminish my enjoyment of the game though. Thank you for your effort and I look forward to seeing what you can produce in the future!
I've finally beaten version 1.0.1 yesterday and this game was the submission I spent the most time playing overall. It's a great adaptation of the classic home computer game Rock 'n Roll. In my opinion, this one incorporates the Game Jam theme the best and makes it an integral part of the gameplay. I love how polished the gameplay is and how much effort was spent on little details and effects. Also, the SNES mouse support is greatly appreciated. I've played the game on real hardware with a mouse and it feels just great! My wishes for a future full version would be more feedback on player actions, especially when taking damage (sound effects and some particles maybe). Also, I could imagine a 2 player competitive mode (taking turns) to be quite engaging. A great game overall, thank you so much for your effort!



