Ross Scott, I don't know if you're reading this, or if you ever will look at this game, but, hi, this game was developed with a faulty timestep for the entirety of the jam period, and runs inconsistently in the original version across multiple computers... It's much like the problem you had in the Game Dungeon episode of Revenant, part 1 at 12:59. Or the Game Dungeon Test Drive 3 review. I know how to solve these when I develop a game but with FAOL, this time, I forgot something and messed it up. A patch was developed a couple of weeks later that faithfully edits the game to fix just those timestep issues, so it runs at the right speed, and basically nothing else. If you ever look at this, I just want you to please keep that in mind.
Hindbodes
Creator of
Recent community posts
A little while ago, you commented positively on my SKG jam entry and asked to know what I think of yours. I don't respond to all such requests in the jam comments, but your jam comment was the first one. Fortunately I think this is a very cute and worth-observing game.
What I'm about to start saying may sound insensitive. I hope it doesn't sound insensitive. See, I have good things to say about this game, but I'll be talking about the less glowing things first.
I realize that this game only uses one button, however it was also a bit unintuitive in spite of that, and when trying and failing to reel in the hook I often didn't know what I was doing wrong. Even reading the game description now I find things that I don't understand. Also I don't feel very comforted to read about the way it has a possible softlock (which luckily I never encountered) , however in this month I can't really talk: I uploaded a game to this very same jam that has a broken update loop which without an update will be potentially unplayable in 20 years.
After getting far in Banff, I found that some text was cut off, leading me to believe that the online version has some sort of "overscan" on it.
But I liked it. Mostly because of the artwork and characters. As weird as Banff's gameplay may be in "video game" terms as far as games go, I like it anyway because of the overhanging feeling. It's got this nice background with terrain and tones of near-nighttime encompassed in a consistently pixelated render (I think) and as a bonus it's also very dithered. I like the dithering. Even though the foreground is in some places not at that same pixel-bitting resolution. The music helped it as well. I guess the sound design was pretty good. In July 2025 there's no real triggers for me at least. It's a chilled-out game, though you will probably never hear me sincerely refer to anything in the world as "relaxing" because the description "relaxing" in general is just a sore spot for me. If I was one of the people who like using that word I probably would call Banff relaxing.
Those characters about 68% speak to me. I wouldn't call them relatable, but their story resonated a few times. Of course the young guy is an indie game dev who shares his games with his dad... I wish my dad was as interested in playing my games. The best thing about the characters is that they talk nice and have a simplistic/rustic but charming and cute appearance. I'm very glad that they're not "malmy sprites". It has sprites that could be called "low-effort", but they're not "annoying" simplistic sprites. For an event like this, graphics like that are all you really need.
I don't know if you can see my rating, but I rated it. Out of many people who pass judgement with their votes on websites, I'm one of the more demanding folks. I'm a real fussy bitch.
Even if Banff is not something to play as a challenging sturdy game, or even if it's got some jank as a mere chilled-out virtual experience, the thing remains that this is just a really cute and emotionally-grabbing thing to turn on. I need more games that are aesthetically and thematically similar to this one to give me some reprieve in this nightmare world. I might even try to make a game jam game cute in tone next time I join one, if there ever is a next time. It's a very pretty game, I'm gonna put it on the fridge.
Today was not my first time playing. I actually touched this and some other games in the jam a few days ago, but didn't really go anywhere. I didn't expect to finish this game, but today I did. And when I saw the guy alone on the wharf I immediately said out loud "Agh shit!" before the monologue started. It definitely affected me.
I still don't know why it's called "Banff"...
Also the "2038" was a nice touch. I think I know what you meant by that.
Hey guys. Sorry to be a downer, and also sorry for causing this, but I have some very bad news about this game, for the jam version at the very least. I screwed it up.
We all know that to function, a game like this one needs a time step. I know this to be the case too, but when I took the time to add this game's time step in, I made a terrible mistake. And throughout these ten days I've been unlucky enough to miss my one solid chance to have another person run the game and test it on their own computer, which I think could have saved it.
My code for the physics update loop is very standard, except for one issue. I accidentally put a fixed 1/120 floating point value in a place that was supposed to have delta time.
After some tests, I have basically confirmed that this game will currently run differently on different computers, with anything from the speed of Podote and enemies to the scrolling of text on those electronic message boards, even though the jump height appears to remain the same. So in the future, the jam version won't run the same, and it arguably doesn't run consistently/properly on a lot of computers even now. I've also confirmed that if I were to fix the time step, I would also have to carefully edit a bunch of other values to make the rest of the game go back to how it was but consistent this time.
I feel a lot of things, but the three that come to mind are that I'm disappointed, extremely upset, and embarrassed. That mistake in the code has - in my view - cost me the entire project. I wish I caught it, I really really wish I caught that before day 4 started. I can't even release a "patch" for it right now, because I just found out today as well that I didn't even write my modding support properly.
I hate to say it, but the jam version of Fastidious Ally of Longevity sucks. And this makes me extra sad now, because today was the first time I've ever had an unfamiliar person's or persons' praise for a game I've created. I'm just crushed.
I was anticipating the release of Crypt Underworld for a long time, too. I don't remember exactly when, but I probably started anticipating at roughly the same time you did.
I played through the original Crypt Worlds heaps of times long before 2023, and absolutely loved it. It had such a visual magic. It had a major impact on me too. Lilith is inspiring. These games are part of the reason I have an interest in learning how to make games in 3D (without doing anything plagiaristic). And I was helped out through a rough time by Crypt Underworld in 2023.
Of course. First games are a big deal!
I should probably try the game again, now that I've just this week turned off the custom setting I had in my browser that magnifies everything by 1.2 times. It was unfair on the graphics that they were not being displayed properly by my browser.
Now, I consider myself a pretty good-brained geometry-understanding dude, but... man, that level I got stuck on still scares me when I think about it.
Interesting puzzle game, here. I thought it was very straightforward and that I'd seen it before at first, but then I got to level 7 and had my brain have to work a lot - and realized the puzzling it asks you to do has something unique about it. I also was not smart enough to beat level 8.
Anyway, what this is really about is a heads up: there's a bug in the game that makes control of which snail freeze and "softlock" the snail that still should be able to move, when you use a box to push the snail that's not selected into its correct goal flag, even though it's still pretty easy to reset the level and continue playing if you do that.
I did it. I beat the game, getting all eleven out of ten steaks. Now I deserve a real steak, which is fine because I actually have one in the other room waiting for me. At times I was pretty boss with my maneuvers, I was like "hohoh! You can't get me, owlios! {;-0" I still haven't figured out what's significantly different between a Brazilian house and a New Zealandian house.
The game is not perfect, but it's clear that that doesn't matter considering what you were trying to do, and it looks like a first game - it's a decent platformer for being one of those, too.
At least you didn't make the terrible mistake that another thing I recently played did, which was that of playing a loud-drawn out eating sound with no warning for people with misophonia at all. I mean, yeah, point is, I'm pretty grateful that your steaks just sound like a salt cylinder shaking once when you collect them. Nothing wrong with unrealistic food sounds. A plank hitting another plank would be better than hearing the real thing.
One thing that I think is important enough to lend critique is the way closing the game is handled. I think probably all operating systems have an easy shorthand on the keyboard for closing any application with mouse focus, but not everybody is going to know what that is on which computer type they're using at the moment, or they'll probably just not care for that hotkey being the only way out. Even if there's no vaguely-complex menu system and there's just a hotkey put into the game like "press Q for quit" and it's signposted, that can make a world of difference.
Damn, I couldn't get any turns to complete. I'd just select counters and have them disappear while the Roll count stayed on zero. I also may have not known that this was a 2 player game and tried to treat it as 1 player with a CPU, but I doubt that this matters because I couldn't get any amount of players to do something.
Also my side's Itch Io text field is bugged so it makes me look like somebody who willfully types bad line breaks while commenting.
Hindbodes in the house!
I'm almost ready to try it out, but people in multiple places say this application doesn't work with LOVE 11.1 games, which would mean I'll have to make an Android app the harder way (the tutorial for the harder way of making Android LOVE games is 20 minutes long and involves editing system variables) as my games are all LOVE 11.3. So, if you're still out there... can you please confirm that you are there and let us know how the status of Start Gamedev?









