I love the look of this! That screenshot puts me in mind of tinted black-and-white film, and the idea of using color to represent the "smell" is relaly cool. Love that the goal is photography too!
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I have another screenshot! I'm no all that accustomed to dev blogging, so this is kinda new to me! Please bear with me!
The temple is going to have over 100 rooms and hundreds of lines of text. I've got most of the former programmed and laid out and most of the rooms (they're laid out, but some finesse and design flourishes will be necessary/desired if time permits). The next major step will be tweaking my dialog boxes, inputting those scripts into the game, and then locking down the Wumpus movement/seeking mechanics (yes, my Wumpus moves!).
I'm developing this game in both an extremely methodical but also stream-of-consciousness improvised sort of way. I'm excited to finish and share it!
I don't have a screenshot yet, but I do have over 3 pages of notes and dialogue. My initial idea with this was to make a game where you're not hunting a Wumpus, but instead are seeking a divine Wumpus in order to pray in its presence. I'm trying to make a spiritual/quasi-religious game, which is a big departure for me!
I'm adapting the mechanics of the original game to make this work and with what I want to accomplish it's proven important to sketch out the game design really firmly before I start attempting to program it. With this set up now, though, I think I'm ready to start programming it this week.
I had initially not wanted to call the divine Wumpus a Wumpus, but I started using it as a placeholder when I couldn't come up with anything else. It... might stick around.
In lieu of a screenshot, here's a peek at the Google Doc where all this planning is happening:
Thanks for your comments and your very valuable feedback! I’m glad you enjoyed the game. I like the idea of a set of buttons on the left side as well as the idea for differentiating the areas of the control pad. These may make it into an update or sequel.
Yes, I was hoping to minimize visual distance between the two player characters, but I totally hear what you’re saying. It’s something I’ll be thinking about.
To be honest, the switch in stage 11 is kind of a vestigial remnant of when that stage was earlier in the game and still introducing that mechanic. It could very well have been cut, but hopefully doesn’t slow the pace of the game too much.
Here's a new, quirky take on the single-screen platformer genre. Rather than controlling your shooting, jumping character directly, you control a separate character who jumps on giant gamepad-like buttons to issue controls to your other character remotely. It gives the game a different rhythm and set of challenges. I hope it's a fresh and interesting twist on the formula! Twelve stages plus a boss stage!
Here's the game: https://jdmgames.itch.io/liz-laz-1
Hi Steve! I dig what you're doing with the Indie Corner initiative. Thanks for doing these!
Studio Name: Whatnot Studios
Name Of Game: Explobers
Quick Bio of Game: Control cute (and nervous!) little creatures called Explobers as they work together to blast new paths and build their own platforms through dozens of challenging puzzles. A retro-inspired puzzle platformer, Explobers is packed full of varied environmental brain-teasers!
How long the Game was in development and if it's still in development, early access, or complete: Complete. In active development for 8 months (released September 2017). Has received three major updates, most recently in May.
Why you became a game developer in the first place: I'd been sketching out game designs on paper ever since I started playing games. I'm interested in using games to explore traditional mechanics with new twists and as an outlet for creative expression.
To quote Sophie Houlden's "Important Rule" from her Chess Jam,
"The only real rule is "Don't be hurtful or harmful", breaking this rule will get you banned."
That's it. That's the main rule. Other than that, go nuts. Everything else is just more information (and some recommended reading it you want it!).
What's Hunt the Wumpus?
HUNT THE WUMPUS is 45 years old this year! The first known mention of Gregory Yob's classic game was in September 1973's People's Computing Company magazine where you could order a tape of it for $4. Yob made it in reaction to early creature-hunting games like Snark and Mugwump. The game's code was published in Creative Computing two years later.
Basically, HUNT THE WUMPUS is a game in which players wander treacherous caves in a dodecahedron layout, searching for signs of the dangerous Wumpus. When they believe they have located the Wumpus, they fire an arrow into an adjacent room. When walking into a room, they might also fall into a hole, be transported by bats, startle a Wumpus and make it relocate, or be eaten by the Wumpus!
What can I make for Wumpus Jam?
That's open-ended! You might make a digital game, a board game, a comic, a song--whatever!How does the Wumpus theme need to be applied?
You're encouraged to take this prompt however the heck you want. Think about the game world's dodecahedron shape. Think about hunting. Think about drafty rooms. Think about why anyone would hunt a wumpus. Think about the two-action (Move/Shoot) mechanics of the original game. Why did Yob make it? Think about the wumpus itself (what does it even look like?).
Does I have to put a Wumpus in it?
Nope! Since the prompt is very much open to interpretation, games with Wumpuses are great and games that have nothing resembling a Wumpus at all are also great!
Do you have some recommended inspirational reading/playing for understanding Wumpus?
Sure! To begin with, play some version of HUNT THE WUMPUS! The game has been relentlessly ported and remade over the last five decades! Various versions abound on the Internet. Here are a handful:
- Hunt the Wumpus (Remade/Refurbished/Re*), playable in-browser on itch.io by MayMoonsley (2016)
- Bob Murching's incredibly 1998 Java-based Wumpus 98
- A 1993 loosely graphical Hunt the Wumpus playable in-browser at archive.org
Read the Wikipedia article about HUNT THE WUMPUS for an overview of the game's design, impact, and legacy.
Read this section of 1979's book MORE Basic Computer Games featuring a one-page article by Yob about the game's origins and the game's BASIC source code. This 1975 issue of Creative Computing has the same article text and a sample run of the game.
Also check out this video of the wild, awesome-looking graphical TI-99 adaptation (the visual rendering of this wumpus has had a distinct impact on people's understanding of the wumpus), from 1981.
Can I win this jam?
This is a non-competitive jam! The winners will be those who make something for it and those who get to play neat new games (or whatever else you make!)!
Do I have to have a team?
Nope! Go it alone if you like, enlist your roommate, partner with your child, or form a great big team!
Can I reuse old assets or rework/finish old projects?
Where can I share progress and see others' progress?
Right here in this community category!
Now please, enjoy WUMPUS JAM!
This is really neat! And fun! I love the survival take on this. I also really dig that attempting to do an illegal move blocks you from ever using that square. It's a great way to enforce for the player that they need to be very deliberate in their moves.
Thanks for playing it! The knight's distinctive movement is really compelling and attractive! When I thought about all the ways I could approach a "chess game," this immediately leaped out at me.
I was very touched and fascinated by developer Frances's All Alone in a Small Island, a submission for the most recent weekly game jam. In a lot of ways it's quite simple. For a gardening game with a day counter, it surprisingly doesn't limit your actions in any given day. Further, it doesn't seem as though accomplishing your given task is all that challenging. However, what else is in the game is incredibly important, just as it's incredibly important what isn't in the game. I'll be thinking about this game for a long time.
Hi y'all. I started a project last week I'm calling "Knight Moves." In it, you control a lone knight fending off an army of pawns. My initial thought was that this would be an RTS, but as I started programming the movement, I found that I liked the way it worked as a turn-based game.
This is what the game looked like last week:
And this is what it looks like RIGHT NOW:
A fair bit's changed visually, but now the game's more or less mechanically complete. Enemy pawns move, pieces can take each other, and there are win and loss conditions. I'm planning on having both a campaign mode and a free mode, but what form that's going to take exactly is the next part to figure out. I've been thinking about making video game chess variants for over 20 years, so this is really fun to play with!
I'm pleased to announce the release of KOI PUNCHER MMXVIII, a game in which you play as a koi puncher, a person who punches koi.
The game has support for up to four players as well as single-player modes. Eight playable characters, several ponds, and hidden surprises! The game is playable in both English and Japanese.
The game is super slick and stylish! I really love the color palette and the animation, especially on Aine herself. I find myself wishing I could raise a pet Chompy forever. Good luck with the Kickstarter. Looks like it's off to a great start! Can't wait to see more!
Thank you very much!
To reach the bird in the upper right, you have to get to the top of the middle hill, leap to the right, and throw the rock in the middle of your jump. You can’t get over there yourself, but you can launch a rock over there!
I've just upgraded and re-released my 2017 game, UNGRATEFUL BIRDS. A frantic platformer, UNGRATEFUL BIRDS charges you with throwing rocks to break birds free of their imprisoning cages, but once they're free, they pick up those same rocks and try to hurt you with them.
A free game with nine bird-packed stages and three different birds with their own behvaiors.
I think I remember seeing this GIF back when you first posted it on the internet. It looked great then, and--of course--the game's looking better now. (I still think the rain effect in this looks really rad.)
I'm very proud to launch my biggest and most polished game to date, Explobers! Take control of the Explobers and have them work together to navigate through tricky situations. With over 80 stages of unique puzzle-platforming inspired by games like Lemmings, The Lost Vikings, and Spelunky, Explobers has many secrets to reveal.
The game starts in the familiar and beloved 16-color EGA palette and the game includes a lovingly crafted retro-style game manual.
Explobers also is fully bilingual--playable in English or Japanese!
Please check it out today! https://jdmgames.itch.io/explobers
I've also put together a little trailer for the game's release.
I'm preparing to release a version of my game Explobers that fully supports Japanese language very soon. I know itch.io is working to be more JP-friendly. Might itch.io support alternate language game pages at some point? I can put both Japanese and English on my game's itch.io page, but I'd rather not clutter it up with that much text, and I'd rather not create a separate page for the game's Japanese version, since it's an internal game setting, not an alternate executable.
Question: Will itch.io offer the ability to have our game pages display in different languages, provided there are translations? I'm about to release a new version of my game EXPLOBERS with full Japanese language support and I would love to be able to write a page targeted at Japanese-speaking players on itch.
Very nice! I like the combat. I'm looking forward to seeing where the rest of the game goes. The visuals are super-charming. I can't wait to see a greater diversity of enemy behaviors.
I would personally love to see a control option for the game to be played only with the keyboard and no mouse (including the ability to navigate menus without the mouse), but that's a personal preference.
For what it's worth, the first time I played the demo, I died on the final playable screen and the game crashed, spitting out a Game Maker error about there not being such an object as the player, if I remember correctly (I meant to take down a better note on the error message).
Hi! I've been on itch.io for a while and have posted once or twice in the forums, but never introduced myself properly.
I've been making games since 1997, and have released over 80 games since then (about ten of which are on itch). I'm a hobbyist who tends to work solo. I started in ZZT, but have been working with Game Maker and producing a lot since about 2009. I like making small platformers that experimetn with mechanical ideas and comedy games, especially if I can bake the comedy into the mechanics themselves. I've also made a couple of larger games, including Explobers, a puzzle platformer with multiple characters that I worked on for most of this last year.
I love a lot of games here on itch.io and I'm trying to play more and interact more with other devs and players. Nice to meet y'all!
Very cute! In addition to the general adorable quality of the game aesthetically, I really appreciated the design and structure of the levels. The game implements its very limited mechanics smartly.
Congratulations on the birth of Avril! I'm sure you look forward to sharing this game with her some day.
A small note: the disappearing platforms in stage 3 seem to occasionally let the player slip through them even when they appeared fully opaque (I think especially after they had just faded in). This made this section more frustrating than I think it was intended to be.
Really neat! That last stage was really satisfying. Took me a minute to figure out exactly how the mechanics worked, but I thought it was a really clever (and appropriately ghostly) twist.
I conceived of this game at if it were a forgotten early 90s licensed PC game, featuring the character from the beloved Halloween animated special, Dr. Creepinscare. It has an appropriately low-fi aesthetic and a spooky atmosphere.
This is a falling block game, were you must match pumpkins in 2x2 blocks, 3x2 blocks, or 3x3 frames.
Features a kitty cat, voiced by Boris, a real life cat.
I also thought of this game as an exercise in intentionally confusing puzzle mechanics. The pumpkins all have similar sprites, varying only in the specifics of their carved faces. You'll have to plan carefully!
Available for free! https://jdmgames.itch.io/pumpkin-patch-match
Clever and brutal! Your CGA-style graphic are gorgeous and I love that you've included both main CGA palettes.
It was so satisfying to finally get past that first screen. We'll see if I ever make it to the fourth!
This is fun! I'll have to see if I can talk someone else (or two or three) into playing a few rounds of this with me.
Just an observation: I didn't always pick up a melon when I wanted to, since the game prioritizes planting over pickup and the buttons are the same. It adds to the pandemonium, which is fun, but occasionally really frustrating.
This is one of the neatest things I've played in a long time. I played it a couple days ago, I keep thinking about it, and I have been recommending it to people.
I'm very much looking forward to the full version! I'm excited at the prospect of new items and actions, as well as a proper level editor with structure for share-able levels.