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lostwords

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A member registered May 15, 2025 · View creator page →

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Awesome, yeah, same here.  We were checking each others game before rating was allowed.  Less than 1 day left, enjoy.


p.s. I've been non stop busy on another jam by the way... Still 17 days left in that one...


https://itch.io/jam/alchemy-jam-7/rate/4154591

Well done on this world and 3d adventure.  The mushrooms do resemble UFO's to me, but having been shocked by the dinosaur and the full 3d realm deserve high marks on this one.  I didn't make it very far.  I probably didn't put enough time in to capturing all the mushrooms, perhaps due to my fear of being eaten by TRex again!

I only have 17 ratings of my Wave Themed Scrabble Scramble multi-player game submission to this Jam -- One day left, perhaps one more rating?.... https://itch.io/jam/game-off-2025/rate/4006867

Hook a brother up !

https://itch.io/jam/game-off-2025/rate/4006867

I put more than 17 days working on this month long jam, get your words in!

I only have 17 ratings as of right now, but there is still 1 day left in the rating period.  

I have finished the global score system. You can refer to the GitHub repository for info on how it can be used.


https://github.com/pasciaks/alchemist

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I've put a lot of time into this one so far, glad it's just a jam, because I've literally been jamming things in.  I'll slow down and tighten it up finally - Hopefully I didn't introduce any bugs when adding global player scores.  I also revamped the ability to load and save your own levels and still need to do some more there.   Particularly because there is no 'login' used to load or even overwrite previously created levels, I will need to do a little more fine tuning.  ;-)

I think another additional 8 total hours spread out over the next several days is all I should further put into this submission... it's starting to get out of hand - the code is becoming a mess, and the complexity of all that this little game is doing is adding up.  ( a backend server to save levels and scores, local scores, global scores, 1-13 standard levels and the ability for users to create, load and save/overwrite levels -- oh my! )

GAME ON!  I've added global scores so please give any or all levels your best shot.  Right now the score are only being captured and not shown (only local scores) are shown on the levels page at this point, but after I see a few more scores from other players, I'll put in the final steps to make it truly a global score board.

Scores are based on most stars for the level and fastest play - you get more stars when you (destroy all enemies), collect all keys, bombs, and orbs.


https://lostwords.itch.io/alchemist

Your question: [ With the tile set animation does it have to be three frames or does the amount not matter? ]

[answer:]  There are 5 frames for tile set animations.  These are the full tile sets, and between the 5 of them, all tiles can be the same or have those small variations that mimic animation.  If not all five are set/submitted in the custom form, it defaults to the standard sprite sheet without the frame versions.  If all 5 are submitted (frames 0-4), they are stored in local storage when the game is played and they are used to animate each/any tile.

That is some nicely satisfying shoot-em-up bombing if you ask me!  Worked well with mouse and WASD, I ran out of bullets pretty quick, will have to look into how the full game play goes, but saw your post and gave it a try -- taking a break from my submission and way too much time I'm putting in to it: https://itch.io/jam/alchemy-jam-7/rate/4154591

All good, I've got too much time on my hands!  ;-)  I have a quiet night at work, so I'll probably be coding on this still some more, or perhaps I'll be making additional levels.  I'll try not to bother or rush you, do whatever you like/can with pixel art. 

Like I said, there is now the ability to have 5 sprite sheets for use in implementing animated tiles.  They can just be duplicates or have small changes for tiles that might want to animate. (( flickering purple flower for example )) - The currently published game has an animated purple flower, and an animated bomb platform (the platform tile that shows when YOU place a bomb down for the bomb enemies to crash into).

By the way, looks like I have a quiet night at work tonight, so I'll probably be coding a lot on this jam again -- I've been so busy on this jam, I forgot that there are still 5 days of rating still going on in my most recent jam -- feel free to try that one out and give it a rating too!  https://itch.io/jam/game-off-2025/rate/4006867

By the way, here is my submission.  https://itch.io/jam/game-off-2025/rate/4006867

also, in my current jam in progress, I'm going to give cheat codes to anyone that says they will give it a 5 star rating!!  Just Kidding.

https://itch.io/jam/alchemy-jam-7/rate/4154591

(Sounds) good (pun intended) ;-)

My game has both a level creator ( you can contribute that way ), but now also has the ability to customize the pixel art used in the tile sets that render the game.  Feel free to give either of those a try on your own.  Another user will be enhancing the existing tile sets, but nothing stops anyone from really making their own.  Feel free to post at the community link below with anything more you want to share!

(( This community post talks all about it : https://itch.io/jam/alchemy-jam-7/topic/5703935/joined-and-jamming ))

The latest version is now available at https://itch.io/jam/alchemy-jam-7/rate/4154591 and it includes the multiple tile sheet animation things -- if someone locally provides these sheets, their game will feature the animated tile sets.

This link will join you to the itch game as a contributor to the jam.

https://itch.io/game/accept-admin/4154591/11443227

All sounds good. by the way, I'm uploading a fresh version right now.  This one includes the ability to upload 0-4 tile set frames so each tile can be animated as well ( though only 1 tile set is actually needed ).  It's a little cumbersome to use with all those frames etc, but it works too.

Yes, when you are happy with whatever tile sets you do, you'll have to send them to me as files so I can include them in the build/published version. 

The latest version is now available at https://itch.io/jam/alchemy-jam-7/rate/4154591 and it includes the multiple tile sheet animation things -- if someone locally provides these sheets, their game will feature the animated tile sets.  If you do animated tiles this way and after you send those to me, I'll build those into the default game most likely.  Wow this should be looking really nice I'm guessing with your art.  The images might be blurred because I have a zoom scale on the draw ( they are very tiny at 32x32 otherwise ).  You can use mouse wheel in game to adjust the zoom.

By the way, that block (key locked) tile looks great.  The red is used on another tile was just a color I used to indicate that tile would be a bomb.  Tile (4) which is just brown, indicates that tile is where an enemy bomb would be, etc. 

Also, based on how much time you want to put into possible tile enhancements, if you even wanted, you can make several tile sets such that the whole set itself can be an animated set of frames.  

spritesheet1.png   spritesheet2.png  spritesheet3.png

Then for actual tiles, based on how many sprite sheets there are, the actual tile blocks could animate as well.  Where is is no change, there would be no animation.  For example.  The goal doesn't have to be purple flowers, it could be animated purple flowers, or anything else.

In that scenario, the purple flower on spritesheet1.png would be one frame.  The same tile, slightly adjusted on spritesheet2.png would be frame 2 of the purple flower (or something else - spinning portal or something), etc.

Right now I don't have multiple tile sheets so the only animations are the winning assets (Bomb) and other assets like fire, orb, feather, and the cat head as part of the character.  (( multiple animated frame tile sheets is probably too much to work for - continuing like you are just modifying individual ones in place is still great and much appreciated.  Again, need to preserve the transparency - I'm guessing sometimes posting those images here might lose the transparency -- we'll see.  take care and thanks for anything you create, I'll be sure to link you in credits of course!

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Yes, and if you see my latest message you can actually use the changed tile set. I updated code already to allow you to upload a sprite sheet to use.  Keep the background transparent.  


If you can find a blank place on the sprite sheet, you can put a character or two right on the sprite sheet and I can use them.. either for the player or even the bomb enemies, depending on what you make and how you change the sprite sheet.  The code that determines if the block is a wall or something you can travel on is based on where the image is on the tile sheet and there are a variety spread all over.  Trial and error I guess.  Generally anything that looks like a wall is a wall ( water is a wall ) and things like flat (grass) you can walk on.

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Well, that was easy! 

I've already updated the code and now at the Levels select page you have an option to use your own uploaded alternate sprite sheet -- feel free to give it a try!  Note, this is only for the tile images, not the character or any game play - if you give me a fresh character sprite sheet as mentioned in my first reply post, I'll see about adding that in to replace the cat-head flat character.  Please let me know how it works and please share any sprite sheet you make.  Of course as levels are built, they are tied directly to the image/tile/sprite sheets, so that is something to consider.  Also, one more thing... there is a level editor that allows you to place/change the tiles for your own levels.  You can post these to the related form and within the hour they should be available for use by anyone.  Or you simply copy that data yourself locally and use/share for use in the game.  Enjoy!

Hello, and thanks for your offer.  The current pixel art that I am using is at this link ( https://scrabling.itch.io/pixel-isometric-tiles/devlog/563474/pack-is-now-free ).  Since it's 32x32 pixels, there is little room for improvement but if you want to experiment on some pixel art for use, please see that link and modify the 'Spritesheet.png' file however you see appropriate.  There are probably some code things I would need to do in order to implement tile height and larger tiles, but I doubt I will put the time in to code for that.   Ultimately, if you modify the sprite sheet from that tile set, all I should need to do is replace that file ( I might even make an option to choose either of different sprite sheets in the game if your tile set wants to completely change the look ).

Also, I'm currently only using a flat static pixel character but I would be on board with modifying that aspect if you wanted to provide pixel art for the main character.  It could be it's own sprite sheet with as many animation frames as you like.  Since the character moves diagonal in isometric fashion, perhaps that could be implemented.  Also, (not planning on more code to change the game at this time), since the character moves block by block, any character animation should represent idle standing, perhaps in those isometric directions.     Attached here are two files;  a flat player image that I use now  - I add the cat head to it, and notice it has a hand where it holds things , and an example sprite sheet that could almost be used for a character that would be moving in the Q direction ( Isometric up and to the left ).  That player sheet is also 48x48 instead of 32x32 by the way.  (that character sprite sheet is only an example since it is holding a sword and geared for actual movement and not idle standing - Ideally the player should be more appropriate for this alchemy themed jam).  

If you wanted, you could create all 4 directions of a character that is idle (but slightly animated (not necessarily walking) and exhibits those directions on a sprite sheet.  I could then use that to replace the flat character.   If you use 48x48 (and numerous images on single line for different frames) or even 64x64, I could scale them down for the 32x32 gameplay.  

Well, there are still over 21 days left, so if you do something, I would still hope to have time to plug them in to the published game.




P.S. Perhaps next time I'll try to find a pixel artist ahead of time.  It's probably too late now, but ideally this game could look a lot better with a dedicated pixel artist and perhaps 64x64 images.  Probably too late for those changes at this point.

I guess it would be better if I used a DEV Log for all this, but here it goes anyway.  

Happy New Year - working the night shift, but I have a ton of time to type away on my computer doing this Jam!

I've added screenshots to the itch page and image previews for each of the levels -- I've also used the built in level editor to enhance several levels.  If you play from the 1st level it will slowly introduce you to the game mechanics and what the various items do and how/why they are used.  Enjoy the challenge.


The game is now pretty solid in its concept and fully playable with over 10 levels.  The early levels are simple to teach the game play mechanics... and to let you practice all the keyboard controls.  Things like.. move through the maze and find the 🟣 purple flowers to solve the level.  Other things like bombs, fire and feather are similarly demonstrated.


There is a level editor that I will probably continue to work on during the remaining days as well as making even more levels.

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Happy New Year --- I already have a good selection of songs for each of the game levels in my Isometric Maze Puzzle Game ( https://itch.io/jam/alchemy-jam-7/rate/4154591 ), but if you come up with an .mp3 that is equally suitable for either level, or perhaps even the You Died! close out sreen, feel free to share it and I'll jam it in somewhere.    By the way, my submission is already playable and it has a level editor, so if you want to make a puzzle level, feel free to dabble with that as well.

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Essentially, you are a character in a maze. Your goal is to complete the maze by reaching the purple flowers without being blown up by the bomb enemies that are pursuing you. In addition to the BOMB theme image, I've also used previous jam images of the Cat, Feather, Key, and Fire.

The Key obviously opens blocked pathways, Fire deters bombs from following the shortest path to reach you, and the Feather gives you a birds eye view of the playable area. No game engine, just HTML, JavaScript and HTML Canvas. 

The level editor simply allows you to put a variety of tile object types on the grid and gameplay commences based on that. You can toggle the level editor mode by pressing the back-tick key, then other keys such as 1 ,2,3,4,#,$,-,= are used to change the tiles that are at those locations. 

You use the Arrow Keys or Q E Z C to move. Additionally you use T U B M and the space bar during gameplay to place items you are holding. (There is a lot here, but feel free to give it a try).

Thanks for your work on these assets.  These tiles are a great help for my current submission progress at the

🎁✨Alchemy Jam #7✨🎅

Please feel free to check out my Alchemist isometric puzzle game - https://itch.io/jam/alchemy-jam-7/rate/4154591

Okay, it's been a couple days (maybe only 1 or 2), but here's an early submission with much more work to do.  Feel free to give it a try and comment early on your suggestions, bug reports, etc.

https://itch.io/jam/alchemy-jam-7/rate/4154591



I was researching past 1-button jams when I considered entering a current 1-button jam myself.  I ended up not joining the 1-button jam though; I found the idea I came up with for a game idea was already implemented very well and along the same lines of what I was going to create. 

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Here's a very early link to my start - I'll continue to update this itch.io hosted version until the jam ends... Please feel free to comment and suggest some ideas during the 20+ days remaining.  

https://itch.io/jam/alchemy-jam-7/rate/4154591

P.S.  The idea would have been towards a maze/puzzle type isometric world where you find different bomb types that will either 'blow up a wall' to open a passage to another area, 'burn' down a door, or perhaps even freeze water to allow you to cross paths.  Ideally I'll be using the Bomb of course, as well as the other past theme icons that are suitable ( fire, key, etc )

The idea is now something close to that but will continue to evolve.  For now, it's a maze-type puzzle platformer that incorporates.

Bomb, Fire, Feather and Key.

Hey all, not my first jam, but I've joined this one because the month long time frame will be sufficient for me to casually come up with and create hopefully an engaging game with the theme image.  I don't use game engines and mostly write messy javascript with html and canvas screens.  This time, I'm going to possibly create my first Isometric style top/down puzzle/adventure/quest type game.  I've started some preliminary work and will probably have a starter version published and plan to continually update it as the days go on.  Please feel free to play test and comment as I go, perhaps you can help guide some of the ideas and bug test in advance of final submission.  Until then, here's my itch link to my previous jams ( I've submitted to 8 jams in the past 5 months - my first jam was to GMTK 2025 )

https://lostwords.itch.io/

I played it, rated it and enjoyed it.  I left more comments at the actual game page.  Nicely done.

Great review and clear that you have a lot of good insight/experience with games.  I'm checking your submission now, please feel free to play some multi-player wave themed scrabble in my submission!

https://itch.io/jam/game-off-2025/rate/4006867


Yes, very clear a lot of love went in this game.  Very nice, easy to play and engaging.  I'm guessing the natural accent but nice touch and feels like I'm actually there doing the things.  Cooking was difficult, I stopped there to post a rating and these comments.  Really well done with the split view and need to navigate a real 2/3 D world.  Like the wave engagement for the radio and learning/using morse code.  The cooking mini - task game seems possible but I'll need to go back and check the recipe book, etc.  All is very intuitive.  Nicely done.

I'm at work so can't download and try your game yet.  Looks nice, a little like another game I recently found here and tried. I'll bookmark it and give it a try and rating soon.


Here's the other game I saw that plays in browser that is a galaxian style shooter like I'm guessing yours is.

https://itch.io/jam/game-off-2025/rate/4047270

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Scrabble isn't my favorite game either, just place words using your random letters from a tile rack type game.  My nephew had the idea to do such a game so I decided to make it.  It's multiplayer and even has support for english, spanish and german words.  thanks for giving it a try, perhaps even another try, and of course a rating!

You have a lot here complete with full 3d motion and and an under-water world.  Dialog windows with controls and settings, the whole shabang.  Applaud the effort and likely bunch of time put into this one.

I found myself swimming around and just shooting without a clear idea what I was supposed to do. (I didn't read much of the instructions on my 1st attempt but will read some now and give it another try).

I noticed your post in difficult games and agree -- could be a little difficult but does have a nice puzzle planning aspect with the idea that you need to watch the future orientation of sandals.  Beach vibes for wave theme (check)  Collect sea shells to solve the level/wave (check).  Avoid enemies (crabs) (check)  -- Solid wave game, good job.

Yeah that's a lot of keys!  Also, just noticed the long hold on space for high jump -- appreciate your features and game play, but I truly suck at this game.  Perhaps I'll see if you have keyboard key binding settings so I can adjust the keys used to something that might suit me.  If you don't have that yet, consider adding it if you continue to develop this one.  I'd like to use the arrow keys, shift and control, perhaps Q W E for shoot knife and attacks, etc.  

Yikes, that's a lot of keys to try, but here I go.  J I K U L H W A S D Shift Escape ... etc, all good, game on!

Took me a little to figure out, still didn't figure out the wall jumping, but I'll jump in again and give it a try ( I didn't read the instructions but did see the next post that mentions wall jumping ).  A solid game, like the custom character animation and dashing.  Like that the enemies also shoot at you but will have to figure out more about how to attack back and wall jump as I didn't make it past the 1st level on my just 'jump in and try it' attempt.

Just saw a previous comment about how smooth it runs on mobile so I gave it a try there and totally agree.  Also noticed that you can move your ship up and down as well.  Great full implementation , graphics, sound and gameplay!