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Jawdan

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A member registered Mar 03, 2018 · View creator page →

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(3 edits)

Yeah the main “starting” props are actually towards the left side,, which means that if you can’t aim (due to the mouse implementation being broken af + not having an alternative, such as a gamepad) you can’t really find the right things to start off with! It’s a bit of an unfortunate coincidence/circumstance really…

(P.S. I’ll poke Mort to publicize the music in a way)

Really creative approach to such a simple game! Great work!

(I’m fairly proud of my one victory) image.png

I’m glad you enjoyed it and thank you so much for sticking through with it!! (Especially how scuffed the mouse input ended up being!)

Nothing beats a jam donut! Gotta Bento™ ’em all!

Thank you for checking it out!! There’s a heck ton of bugs that we couldn’t catch in time,, but I’m so glad you enjoyed it anyways!

You more or less need the swing to hit the ball within the 1 second before it get to you (you can roughly time this with the “missed” state). The time the ball takes to reach you wasn’t intended to get slower and slower as it grows (some silly math on my behalf) – so getting the timing right towards the larger-end is definitely a bit of a struggle to get right… sorry! :3

(1 edit)

Yeah, we realised too late that we were doing the mouse input on the wrong game tick – which is what causes the mouse-aim issues + it only seems to show up on the web version + it also seems to only happen for some people!

Either using a gamepad/controller or running one of the desktop builds is the only solution we have until after the voting period I’m afraid :/

Honestly phenomenal! The writing on this was crazy good. Every joke hit and every twist was done so well. The art was also nice and cohesive :) Amazing work!

Hella cute and interesting entry!!

I really enjoyed the silly narrative and the art was 10/10 all around – amazing work!

(1 edit)

Glad to hear it! We’re definitely planning to play around with the roguelike & replayability stuff some more soon. Thanks for checking it out!

Thanks for checking it out and seeing it through,, we’re glad you enjoyed it :)

Honestly can’t use Aseprite without this, thank you!

(2 edits)

I’m glad you enjoyed it :)

I was wondering if the completed hint labels color was good for everyone so this is valuable to hear!

The idea about time is actually really good! I’ve been struggling against the whole “time just runs out whilst you’re playing” so this is really nice solution to it! (I’ll have to play around with it later)

Thank you thank you :))

Thank you for the kind words,, I’m glad you enjoyed it!! I definitely need to work more on the balancing of the health, time, and items so I’ll definitely keep this is mind as something to try out, thank you!

Thanks! I’m really glad you enjoyed it!! I haven’t put too much thought into how intuitive it is yet so it’s actually quite reassuring to hear that it’s already at a good (starting?) point :)

Very intriguing and fun little game! I really like the story/setting that was done for this so far!! It’s fairly reminiscent of Void Stranger with the way the tutorial is self-taught / new elements get introduced slowly / some of the new elements punish the previous habits formed. Nice job! (Reached floor 19 before the pitfalls made me cry lol)

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Thank you for the report, I really appreciate it!!

  • I hadn't encountered, even after multiple playthroughs and tests, the "multiple items that consume the same item" issue until you mentioned it! I did double check in engine and yup your right! This was probably just RNG and I was sure there code that prevented this but whoops ig, thanks! (I've added it to the list)
  • The "incorrect domino effect" / "severe lag on clicking the ambiguous cells in larger boards" are actually the same issue! I went a lil' bit more in-depth on this post/reply but its mainly because the board state is "too ambiguous" and it struggles to get solved by my solver!
  • Yeah the game is generally unbalanced but yeah the gold is especially bad xd
(21 edits)

Ah so more or less,, (bit of a technical breakdown, sorry in advance) when making the boards it does the following steps:

  1. Random fill
  2. Generate labels based on fill
  3. Solve the final board solution based on the labels. This ends up with filled, crossed out, and ambiguous(!) cells
  4. Test ambiguous cells to see if they're really "abiguous" by filling and crossing and seeing if both solve nicely (if one doesn't, then it's state is the other one!). This step is currently what messes up as, for 20+ rows/columns mainly, even when it places and tests it doesn't solve completely!
This means that after you place one or two onto the so called "ambiguous" cells, they're not actually ambiguous in the final solution and thus you get the weird "mostly crossed out" bug and the game doesn't treat it as an error as it doesn't know (thinks it's ambiguous)!! (some form of recursive test is whats needed to fix this directly but that fairly computation intensive so....)

The broken ones usually look like this (as you might’ve encountered!):

Anyways, thank you so much for playing and having fun with it!! :)

(31 edits)

Hehe nice! I’m glad you look to be enjoying it so far :)

The item pickup order bug is a pain,, but getting around it with a pickup order (in-case you need it!) of the following (spoiler tag - click me) should get you there!
[Hammer] then all 10 [Nails] then [Maelstrom]

and in parallel

[Fire] and [Wind] then [Lightning]

Thank you!!

Thank you!! The implementation is really quite wild and it became especially harsh when I realised “ambiguous” cases occurred – memoization really saved the day with the performance on this one at least haha

(1 edit)

Once the jam’s voting period ends, I’m planning on finishing off the content / fixes I didn’t have to time to implement during the jam!

I’m glad you enjoyed it!!

Nobody I’ve had play it caught onto the shop bug, so thank you for pointing it out! I totally agree that the row and column should highlight based on the block you are hovering because it’s real rough with larger nonograms~~ Thank you for enjoying it!

This is a really nice language and submission! I really dig the simple way the sprites and sound are done – especially with the explosion,, great work!

I have now bumped the links for stuff to the top of the page!

Oh yupp, I didn’t notice that I’ve done the scoring backwards whoops,, good catch!

(1 edit)

This was super good! Really felt like a full experience and the small features around the place really make this feel super polished, amazing work!

As one of them, the little book log really brings this concept out! I had a good time spotting the patterns (especially Rupert’s) and deducing the rules,, nice work!

Really well made and polished, great job!

This was such a full experience!! It feels really polished, complete, and was good fun!! (The blender monkey was a nice touch!) Amazing work!

This game was the perfect variety of things! I reached some kind of flow state with the wrapping lmao,, amazing work!

I honestly really like the ideas you had with this game! Despite it just being the first bit, it was still rather enjoyable,, great work!

The music is nice :p

This had a surprising amount of depth to it! Whilst it was confusing at the beginning, one it clicked it was surprisingly fun to play through,, nice work!

Was a blast to play! This game felt really good and polished to play, nice stuff!!

This game was all around great! I loved the art and animations, and the music was such a vibe! It was a little janky at times with the zaps / feedback but it was really enjoyable to play nonetheless,, great work!!

This is a really nice and refreshing take on a classic! I found myself coming up with new ways to strategize placement – the placing at the lowest possible location behaviour really added some weirdly nice depth to the overall gameplay as well as makes it feel more comfortable to play,, nice work!

Really nicely put together and a full polished experience! Definitely brings that Autumn vibe (the spooky elements were such a treat),, great work!!

This was so nice to play! The art is soooo nice and the overall experience was super polished,, great work!!