I see that more and more homebrew games are being made. We see some Game Boy games being made. We’ve got a few homebrew N64 roms (which will hopefully become more now that pyrite64 is available). And also have a few PSX games (maybe that will also be more now that Unity can export PS One games with installing some add-on apparently). Now, the problem when looking for roms, is that it is hard to see whether a game is for example a PSX game or a PSX inspired game. So when I see an interesting game, I have to first view the game page to know whether it is playable on the PS one or that it’s just an executable for my PC. Is there any possibility that more platforms for homebrew roms will be available? So that people can search for roms for their favorite platform.
Jan Allersma
Creator of
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Hey there! This would actually be a personal question to Hawken, but posting it here would do as well. Would it be an idea to add to the submission form that ppl can opt in or out that their assets can be used for a Crocokart game (see https://discord.com/channels/565530736703045633/850068410184630352/1501607787556507820)? Or would permission already be implied when ppl submit their crocotile files?
Erg goed gedaan! Ik had moeite met het vinden van de marktplaats in de game. Je hebt heel wat werk verzet in zo’n korte tijd. Je zou nog kleine dingetjes kunnen toevoegen die de speler meer begeleidt in het spelen van de game. Ik kwam er bijvoorbeeld achter dat je V in de game kunt gebruiken. Misschien had je nog even een soort van kleine tekst kunnen geven die uitleg geeft over wat je allemaal kan.
Talking about quality… Amazing! Also loved how quick and clear instructions were. Really good UX. I only have one suggestion I could think of: maybe make time between visibility of where a laser is coming and when it actually comes depend on the length of the snake. I had a few times where I saw the laser coming, but that there was no way to avoid it as the laser indicator appeared just after I went past it with my head. Overall: great job!
Thanks! I should make the tutorial a bit more clear, I see. The golem should be pointing towards the pillar. That should do the trick 😉
Obviously I cant see what happened. Did you rotate while the golem had an orange yellowish cube around him? Because once you placed the golem with left-click, you cant rotate him anymore and the cube disappears.
Feedback below is from a different platform (Discord). I paste it here for my own administration
Fun concept anyhow. If you decide to keep working on it, I think it’d be better with like a little button to confirm the changes though, because at the beginning when I was learning, I would accidentally do stuff that I didn’t intend to do. Or maybe like an undo, that brings the character back to the spot before where it last made a change.
Really awesome game! Really enjoyed it. Only thing that could be improved is the controls IMO. I find them a bit confusing. I think you could solve it by using less controls (e.g. use E to end turn, but also to hide hints). And maybe an overview on what controls can be used. I forgot for example what the right button was to undo a move.
Cool game! It has nice concept and design. My TV screen was slowly going down when not moving the mouse. You can see it as a feature to keep the game interesting or it’s just a bug. Either way, personally I think it would make the game more entertaining if the screen stood still. Now I have to focus of the screen not moving to far, taking away the ground from the main character, while also moving the main character.
Pretty fun game and challenging. But I started to just button mash with ice after while for not having to think what to do and hoping to survive. I know it’s a demo, but it would be nice to make the diffculity level less steep at the end; making the boss easier or at least get some health regen after a fight.
Lights Out
- When moving forward, you will notice that you have to go around the rock. Use a golem to go left or right.
- Place another golem in such a way that you eventually stand next to the obstruction.
- Behind the obstruction is a big block of clay. Under the clay is a hole to go in. So first mold the clay so you can get under it.
- If it’s good, you fall to the lower level and you should see the lit surface there. That is your finish. Try to get there by placing clay golems pointing the explorer the right way.
Going Up
- The first thing to do is to move towards the clay block. Go out of perspective mode with ‘space’ and look at the explorer from the side.
- Left click on the clay block. Mold it in such a way the the lower part connects seamlessly with the other side of the gap. The upper part should be connected to the platform above you. If you do it right, you should still be able to fall down.
- Fall down. Try to get not too far forward.
- Go out of perspective mode and press the ‘up’ key. A button should appear. Click on it and place the clay golem in such a way that it points to right sight from the perspective of the explorer using Q and E. The golem should be placed just in front of the explorer.
- Move forward and you should be going automatically to the second clay block.
- Press space and then the down key.
- Mold this clay to a ramp so you can get up the platform on the upper-left.
- Once on the platform, the explorer should go left using a clay golem. You can do this by letting the golem show his back to the explorer.
- Keep moving forward until you are very close the third clay block.
- Go back out of perspective mode and rotate the camera in such a way that you can see the face of the explorer (not top-view).
- Mold the upper part of the clay block all the way to the upper-right corner of the screen.
- When you’re done molding, spawn another clay golem to make the explorer go up the ramp.
- Go up the ramp and you should be able to go up to the ramp that you previously made with the first block of clay. Point the explorer the right way with a clay golem.
- Now keep moving forward to the end of the highest platform and you should complete the level.
Wow! Thank you for your elaborate feedback. This is very useful! :D I was planning to fix the game this marathon, but I already had a different idea for a new kind of game. Nonetheless, I will make a post-jam version of this game. Also, giving your analysis helps me developing future game to look at my games that way (e.g. what genres am I actually combining and how do I get the most out of it?) :)
I had fun playing the game. But after a couple of attempts at the spikes with falling down and using the dash at the right time, I wished there was some way for a player to make the hard parts a bit easier. For example, that you get points for every run and spend them to make parts of the level easier. For example a consumable for a slow fall.
Ah, all the souls I consumed. Sooo evil MUHAHAHA
Maybe you could do something interesting with the souls… Their names are on the background, but what if you would make that a bit more of a prominent thing? I think it’s something that adds character to your game besides the art (which is fantastic). Maybe a smaller amount of souls at a time and make them visible as moving sprites throughout the game or something like that? Maybe that you can see the name of every soul if you click on them when as they fly around?
Thanks for playing the game! I was afraid that adding an aiming line would make the game too easy. Also, I heard that in a previous comment: that it’s not clear which character is the player. A suggestion was made to encircle the player on the ground. Would that also be a good solution to you, or do you might have another suggestion? :)

