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HallowMosquito

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A member registered Apr 15, 2025 · View creator page →

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It's likely ARM. My guess is ARM Cortex-M4 32-bit (Can't confirm)-- But you're best bet is to utilize the  SDK and its APIs to handle interactions with the device's hardware and sensors. To my knowledge 3D currently isn't fully supported. I'm not saying you couldn't do it or even do a raycasting engine for it, but you're best bet is to not over complicate it and work with in the limitations utilizing the controls (design of the cube) for your game. 

(2 edits)

I am working on something, but in fairness Pawn is a difficult language and a lot of people here are used to developing with engines like Unity or Godot. There’s also an issue with rendering I ran into along with float math not being supported (I’m not sure if this was with Pawn, but I switched to fix point). I was able to get a simple game up and running for testing though. I’m still reading through the docs, but I want to say I think this is a really interesting design and I love stuff like this that changes the way you play games. 

Also a rendering issue for the SDK I ran into, but it may be my code.

Local test path across MID 0 → SIDs 0 → 1 → 2


```PAWN

public ON_Render()

{
for (new faceId = 0; faceId < 3; faceId++) {
new sid = SELF_ID * 3 + faceId;

GFX_setRenderTarget(faceId);
GFX_clear(0xFF000000);

// Draw cities
if (sid == CITY_FACE) GFX_drawRectangleXY(90, 210, 60, 20, 0xFF00FF00);
if (sid == ENEMY_FACE) GFX_drawRectangleXY(90, 10, 60, 20, 0xFF8888FF);

// Draw any missile currently at this SID
for (new i = 0; i < MAX_MISSILES; i++) {
if (!Missile[i][2]) continue;

if (Missile[i][3] == sid) {
new localY = Missile[i][0] % 240;
GFX_drawRectangleXY(120, localY, 6, 10, 0xFFFF0000);

// Debug
GFX_drawTextXY(10, 10 + i * 12, 100, 0, 0, TEXT_ALIGN_LEFT_CORNER, 0xCCCCCC,
"M%d y:%d SID:%d", i, localY, sid);
}
}

GFX_render();
}

}

// Movement

public ON_Tick()

{
for (new i = 0; i < MAX_MISSILES; i++) {
if (!Missile[i][2]) continue;

Missile[i][0] += MISSILE_SPEED;

new seg = Missile[i][0] / 240;

if (seg >= PATH_LENGTH) {
Missile[i][2] = false;
LOG_w("M%d impacted CITY_FACE!", i);
} else {
Missile[i][3] = MissilePath[seg];
}
}

ON_Render();

}

```

Visuals must be local to the MID’s assigned SIDs?

Very fun, got all five and made the perfume!

This is an awesome concept,  keep polishing it post jam. I like the idea of keeping the dice rolls in it because a lot of these civ and city plan style games try to shy away from their board game roots. Keeping the visual aspect of that is something I wish you’d see more in games like these. 

Art and graphics are great and there's something to this! 

Lol this one I'll play for fun. Good job!

This is honestly really good. The controls are simple but it has a good balance of that easy to pickup but hard to master vibe. You really nailed that arcade feel and I want to see more.

Great idea, fun to play, and just like real life I lost all my money :D

Okay, I love puzzle games like this so I'm biased... 10/10!

I really love this idea. Like an Eco Sim City.

This is awesome! Going to have to play again on desktop, but 10/10 love the intro song too.

This is hilarious! 10/10

Awesome concept!

This is way more fun than it should be. 10/10

This is awesome! 

Lol this was good!

(1 edit)

This is a cool idea!

I noticed there was no response on some fruits though. Still I love the concept.

mobile or WASD? That’s on the UX list to adjust sensitivity for players in the option menu. I know nipple.js for mobile controls still needs adjustment. Thanks again for the feedback, I really appreciate it.

That’s a good idea! Maybe a visual indictor and sound. I’ll try to get that implemented in the next update. Thanks for feedback!