Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Jakub Wasilewski

143
Posts
5
Topics
1,782
Followers
14
Following
A member registered Jun 15, 2016 · View creator page →

Creator of

Recent community posts


Captures the original pretty well!

Would love to see it speeding up a little over time to up the challenge, since there is probably no space for adding more complex patterns :) Had fun anyway and a great pick for a 1k demake!

(1 edit)

Loved it! A space trader was one of my ideas for the jam as well, using the same idea you did with pictographics used as good types :) I'm glad somebody else did that so I don't have to ;)

Had quite a bit fun! Would love a bit more challenge in terms of eg. diminishing fuel or similar, but it's a nice chill game as it is - not everything has to be made for challenge-seekers like me.

Congrats!

:D

Rock devious enemy. Hard to outsmart.

Cool way to do the graphics and a solid little game!

Felt very... intestinal :)

Love the presentation and the gameplay! Had quite a bit of fun making my fish as chonky as it would get :)

That was pretty fun!

Juicy visuals and fun gameplay, everything hangs really well together - a solid entry!

The PICO-8 version of the game is not getting any new development, sorry.

You can take a look at its bigger brother, which includes many new ways to play (including an endless mode for when you want to colonize *everything*): https://store.steampowered.com/app/1264280/Slipways/

Feel free! No need for credit - palette cycling is an old, old technique with a lot of history behind it. It can be used for lots of cool stuff, eg. http://www.effectgames.com/demos/canvascycle/

In any case, have fun!

(5 edits)

Sure. It's a palette-based effect. Each frame, before the swipe is drawn, a continuous band of colors is set to various shades of gray, while all others are set to transparent. Each frame, the "band" in the colors moves one step forward, giving the impression of an animated swipe.

The item "glow" animation uses the same approach for a different effect (at sprite #41).

Super cool! 1:51 is much lower than I'd expect, love the high jump glitch (even though it means there's a bug somewhere :)).

Yup, this is already in! Will ship together witht he third update on the 23rd! :)

Sure! The game just looks for mods in a dedicated folder on your disk - as long as the right files are there, all store versions can share mods with no problems.

One small caveat is that only the Steam version will support Steam Workshop - so mods only available there will not be easily accessible unless the author uploads them elsewhere as well.

Unfortunately, the Patreon creator page is no longer active. Slipways is indeed 99% of my creative output right now and it's treating me well financially, but the flipside is that I have much less time and energy left for other projects. This might change in the future once the project is complete (soon!). Thanks for your support either way!

The official version is eXplore, eXpand, eXploit, eXhale ;)

It's a PICO-8 game: https://pico-8.com

Lovely little game with a hilarious premise. The randomness can treat you really well or really poorly, but it's not necessarily a problem in such a short title. Thumbs up, had some fun dancing my way through the galaxy at the end of an exhausting day!

Yup, they are way harder than the other ones! I'm not sure if I'd still include them if I made the game today :)

Yes, they do!

GOG is actually taking an active part in the initiative and they're also donating their cut.

(1 edit)

A coincidence that indeed gets pointed out from time to time!

I only played Star Ruler 2 after I made the original PICO-8 version of Slipways (prompted by a comment much like your own), and I must admit, the ideas around resource delivery and the resulting "leveling" of planets are very similar. They're very different games in all other regards, though.

In my case, the inspiration for how the resource/leveling system works was the original Railroad/Transport Tycoon games from the 90s :)

Adding myself to the chorus, that's great news! Can't wait to see the expanded version and wishing you all the best with development.

If you manage to keep the simplicity and straightforward (pun intended!) nature of this version while expanding upon it, you'll have a hit, I'm sure :)

There is one already :)

(1 edit)

Slipways is not very content-driven, being more of a replay-based game with 1h-long runs (with each run featuring different content when it comes to eg. technologies). It should take you about 10 hours to see all of the technologies, perks and then go through the campaign, but it all boils down to whether you like the style of gameplay the game offers. Right now, the average "time played" on Steam is a little over 12h, with quite a few hardcore players having 100h+.

That's just how energy works - and that's true even in the updated PC version. If you use it to replace a need, that needs gets replaced completely - only more energy will be accepted, not the original resource. So, not a bug - but maybe a little counterintuitive.

Have fun with both versions of the game! :)

Busy making a sequel to Slipways! :)

But hey, who knows, maybe for the next game :)

FWIW - we now give out a Steam key with every itch.io purchase, and the video issue is fixed under Proton, so the game should be fully playable under Linux.

For now, Steam only.

I'm not 100% sure if setting up a similar solution for GOG would be possible. If it's something more people want, we can look into it.

The Steam version works well with Proton, which I think is just Wine + their patches? The only issue consistently reported there is that you can't see the tutorial videos (video parts of Windows are not well emulated, it seems). I don't think I heard from anybody trying on straight-up Wine and I'm not sure how that compares to Proton.

Note: We don't officially support Linux, so I might not be able to help if there are issues.

That's how cartridges work on PICO-8! (the PNG contains all the data necessary to run the game, as well as the picture)

Thanks! Still working around the clock to make the game even better for release!

The game will be available on Steam, Epic, GOG and itch.io. I'm a little behind on my announcements, what with all the open beta excitement, but I will be updating all of the information sprinkled in various places soon :)

I hope so too! :)

Not in this version. The upcoming PC version (coming June 3rd!) has an sandbox-like endless mode where you can play as long as you wish :)

Techs have resource icons on the left - if you have a lab researching that resource, you get a discount.

Synthesizers can only supply a missing need (people don't want fake synthesized versions of the things they're already getting ;). So, doesn't look like a bug this time around, at least doesn't look so from the screenshot - but I understand it's a bit confusing since this is not explained ingame.

Well done :) PICO-8 integers top out at 32767, so without special tricks that's the highest score it'll display. Looks like yours was 33001.
Will be harder in the PC version, we'll top out at 2 billion there ;)

Completed the demo on hard on my first run, but had immense fun doing so! The dice mechanics are solid and there is a lot to think about.

The one thing I disliked a little bit was the mana and spell system, which often overshadowed the dice abilities. It's good, but I feel spells should cost more to offset the flexibility. This is less of a problem once you level up a bit and the dice start getting better compared to the spells.

Other than that, really solid. I loved the variety of mechanics between the various monsters, had great fun upgrading my guys to completely new dice and can't wait for more.

I would definitely pay more than $3 for the full version - don't be afraid to ask for money for this one!

Woot!
Time to tackle the harder modes, maybe? :)

Unfortunately not, sorry. Supporting every additional platform is a big thing for a solo developer and Linux is uniquely challenging in how varied it is.

The Steam version does reportedly work well under Proton (their emulation platform), so you can try that way (and get a refund if it doesn't work to your satisfaction). I might tackle a dedicated Linux port after release, but can't promise anything for sure.

I know people have been playing the Steam demo under Linux via their Proton compatibility layer without any issues, so that's a good way to play if you're on Linux - but I understand if you dislike Steam.
A dedicated Linux port is unfortunately not something I can afford to do at release, but might be something to consider later down the road.