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Japhy Riddle

58
Posts
3
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1
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A member registered Feb 06, 2024

Recent community posts

Hee hee. While I was first playing it, I kept thinking, "I hope the ending is gonna be what I think it's gonna be." 

This is a nice pleasant casual experience : )

Thanks for fixing the crashes. I was able to beat the game. It was so much fun. I mentioned before about an area with spikes that contains a low ceiling at the start of the room, where if you respawn in girl form, you clip into the ceiling. I haven't updated to the newest build, so maybe it's already been fixed, but if not, it's this room:

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This is more fun than I thought it would be.

I know this is still in development, but I have some suggestions if you're interested. You've probably already planned some of these for future versions.

• The crank could handle piece rotation, in addition to B.

• Matching graphics styles for the knight scene and playfield. I think changing the playfield graphics could enhance readability. Sometimes, it's a little hard to tell how much space the various items take up.

• Permanent scoreboard. 

• I keep thinking about if there's a way to have more interactivity with the knight scene. Like, if you successfully make a 5x5, the knight encounters a bigger kind of enemy that takes more hits, giving the player a little more time before the next item drop. High risk/high reward, beyond just points. Something like that. Or different kinds of items: Potions, weapons, armor, etc. Make squares using all one kind of item, and the knights behavior changes in some beneficial way, adding another element of strategy. I don't know. Maybe these ideas push the game too close to Inventory Hero.

Anyway, cool concept : )

Hee hee hee. This is so cute/charming/whimsical.  

Suggestion: The more difficult the game mode, the more tokens awarded per jumped rope.

Crash: When unlocking Bard, the game crashes on my Playdate (OS 2.7.2).

No apologies necessary. We're all so lucky that you've made this great game for us, even if not all the kinks are worked out yet : )

Dang. I wish I'd checked back here before beating the boss again, plus the next one only to get the crash. Ha ha ha. Thank you for continuing to update the game so quickly.

Excellent. I'll check later today. Thank you.

Aack, more importantly: The game crashes during a cut scene after defeating the Paladin HQ boss. I can't progress. I'm using version 1.04. Newest Playdate OS. 

I'll see if I can find the spot.

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A truly fantastic game. I’m worried that nothing in Season 2 is gonna live up to it, ha ha ha. I like the difficulty. It’s a bit hard, but it always seems fair. 

I discovered a little bug that I don’t think has been discussed here: I’m sorry I can’t remember the exact location, but there’s a room with a narrow opening and some spikes that I think is intended to be beaten by dig-bouncing with fox form. Switching to girl form, and falling onto the spikes respawns you in the narrow opening. Since the girl is too big to fit, you end up... clipping into the ceiling(?), and somehow messing up the camera position so you can’t see yourself. What directions you press from there can bring you into one of the adjacent rooms. To be honest, I kinda like stuff like this, but I thought I should point it out.

That’s really cool that you’re offering the game for free, but I’m definitely going to donate.

This is fabulous. A great concept, very fun gameplay, good controls, and cute music (although it does get repetitive pretty quickly). It's also very impressive for a game jam.

My only complaints are that I wish there were a higher likelihood for health refills to show up, and a lower likelihood for chests to turn into enemies. Plus, the chest enemies automatically getting a free hit on you when they pop up makes me not want to risk hitting them at all.

To make it more golfy, maybe the number of strokes should decrease experience points at the end of the round.

I've encountered a bug a couple of times where an inventory item's quantity fails to decrease—essentially, giving me an infinite supply of that particular item. Admittedly, it's a fun bug, heh heh.

I know this is a beta, so there are still kinks to work out, but this has a ton of potential, and I hope you develop it further : )

Thanks.

What a unique control style and concept. I played through all the levels and found it rather fun, although I was wishing for higher crank sensitivity. Pretty neat.

Somehow I managed to get to level 7, but my brain had turned to mush by that time. It's quite a challenge.

While it feels really great to figure out the solutions, more often than not, I find myself relying on likelihoods rather than actually being able to solve the puzzles with logic. I think the game could probably be tweaked to ensure that it's always possible with logic alone, although I have no idea how.

I think labelling tiles would be a little easier if the selected tile didn't change until the B button was let off.

It's a really cool concept. Is this based off of an already existing game (other than Minesweeper or Nonograms(Picross)), or did you come up with it? 

Awesome. Yeah, maybe a zero gravity mode isn't necessary. But different speeds would be nice. I've been playing the game a lot. It's really addictive once you get the swing of things. It took me awhile to figure out exactly what the magnet did. Anyway, I'm really excited about upcoming versions. 

I'm really liking this game. Lovely graphics and concept.

I think a "chill mode" (no gravity) would be a nice feature to incorporate.

While I think the boxed parts are a cool idea, I find the game difficult enough without them.

I have a bit of trouble quickly reading the orientation of the eye blocks for some reason. It should be obvious, but I find myself making mistakes with them, and wishing for a slightly more blatant indication of orientation. That might just be a me problem. My girlfriend has trouble with the legs and not the eyes, so who knows. 

Anyway, I look forward to future versions : )

Ooh. Awesome. I'll re-download.

Wonderful. I look forward to that :)

This has a great feel to it so far.

Beautiful graphics and presentation. Is there any way to win or lose?

I love the concept of a level per day. I'm generally not that into maze games personally, but I like the feel of this. I think it would be cool of the player left a subtle trail.

This has a fantastic feel to it.

I think this might be my favorite game from this PlayJam, purely because it's hilarious.

This is awesome. It’s got a great feel.

While playing it, the two things I was wishing for were:

• Crank steering. You did a good job with the d-pad, but I’d love to also have an analog means of steering as an option.

• Rubber-banding. Once you’re in front, you get all the power-ups and the opponents don’t have much of a chance. Because of this, I found the game to be too easy. What if instead of the boxes giving the cars power-ups directly, they merely open up when hit, revealing the power-ups for the next car to collect. That way, they become extra obstacles to avoid for the lead car. It gives the losing cars an extra opportunity to catch up.

Either way, excellent job so far. It’s turning out great.

This is fantastic. I love it so much. Good concept, good graphics (especially the icosahedra for rocks), and I love that there are three different control schemes.

Beautiful concept and presentation. I must confess that while I had a lot of fun with level 1, level 2 was a bit frustrating, and I was never able to catch the two fastest satellites on level 3.

I had a thought for an 'easy mode'. Maybe when the satellite your tracking goes outside your reticle, the progress can just start to decrease (at the same rate it increased) instead of going back to zero.

Either way, I really like the look and feel, even if it's a bit too hard for me.

I confess that whenever I see games with low resolution 1-bit graphics, I always think about Playdate.

I guess that's fitting because it's a picture of a bug.

Is stage 24 possible to even split?

Wing Squadron community · Created a new topic Too Star Fox?

I'm very impressed with what you were able to create, especially so quickly. I like the power-up system. I think the graphics are awesome. My one complaint is that it's too similar to Star Fox. Now, I absolutely love the original SNES Star Fox. I just think yours could stand alone without drawing any comparisons if you made the ships less Arwing-like, and didn't have the talking animals mentioning barrel rolls, etc.  You've got a good game here that could have its own persona with a little tweaking. 

I think having more than one life for story mode would also be nice : ) 

Anyway, those are my two cents. Great work.

A sound error apparently. I'm using Playdate OS 2.5.0. 

I love how zany the concept and art is.

This is fantastic. I hope this continues to get worked on. I'd certainly buy a version with more levels : )

Whoa. This one is excellent. I do wish there were a way to get more ammo though.

Super fun. 

Awesome. I look forward to newer versions.

I love it. It was very fun. I'm excited for more levels to be created. 

Bug: After defeating the boss, the game crashes on my Playdate.

I think it's great. I had fun playing through it. If you continue with it, I think it'd be neat if the fish were a little more independent from the jelly. The fish could move around, using its bubbles to destroy enemies, flip switches, open doors, etc. All the while balancing those things with the safety of the fragile slowly wandering jelly. 

Very addictive. In my best game so far, I popped two pairs of blackholes. I'll upload my score soon.

A bug that happened once: My girlfriend was playing and topped out, but it let her keep playing on the GAME OVER screen. There were some invisible planets at the bottom. We both though it was really funny. 

What a fun paint program!

Ooh. Puzzle elements would be super cool. I look forward to whatever things you decide to add.