I will look into it!
Mail Bunny
Creator of
Recent community posts
I will note this, I don’t really know if I will be able to make a good map. Maybe a hex-based worldmap, or a more symbolic map that shows main locations and connections between them + how long it may take to move (I was thinking something like map from Mystia Izakaya).
About spell cards, I am not quite sure if my current implementation is good or not (they are mostly “cosmetic” for players without optional rule, more of a detriment to players with optional rules, and are practically custom spell for NPCs), but I hope it may help for balancing somewhat somewhat, since NPCs automatically lose the battle if they spend all their spell cards, and DM can, in theory, limit amount of spellcards (like exclude more powerful ones) to make an fight against high CR enemy possible (story-wise, high CR enemy may go a bit easier on player’s character, and while not truly defeated, must admit defeat because spell cards are defined in advance). I plan making all bestiary characters have amount of spellcards loosely tied to their in-game difficulty.
Also, if my Spell Card battles is confusing, I may try to reword it? Story-wise, it’s a bit vague in canon too, but the way I tried applying it to gameplay may leave confusion, since player and NPC Spell Cards are practically separate gameplay mechanics.
About discord - I will probably make one in some time (though it will be extremely empty, especially at first), but I think I will also enable forum-like community posts on Itch too. The only issue is that your current comments on this page will likely disappear, since community forums replace comments.
Thank you!
- There is currently no discord server, though I might make one later, or enable itch.io’s forum feature, if there is demand.
- Making subclass for Artificer is… Well, it’s a bit uncertain on copyright side, since Artificer isn’t a subclass in SRD. I may still make artificer subclasses, but likely separately.
- Seija’s cheat items may be fun as magic items.
- Touhou 6 characters are planned for 1.2, though I cannot give timeframe when I will finish it.
- There may be some balancing issues with current version, so I am happy to get any feedback!
I think it would be good to have the enemy path before “war” events, as far as see it’s constant, and even if it wouldn’t be, it could lead to more strategy. Also, removing towers manually would be add some level of strategy too (it could take a turn, or only work if you want to replace tower right now).
I also think that trying to implement elements of three different genres, while interesting on it’s own, left little time to polish and balance a lot of things.
I found some weird glitches when leaving and starting the game again a couple of times, where towers began looking like white squares in shop and sometimes in the game.
I think shop could have a graphical button or some hint towards controls in the gameplay, to avoid the need to go look it up in the main menu, because most other stuff are pretty intuitive.
And also I think the sounds could be tweaked to fit the main melody, like Super Mario Maker did with block placement, but that would probably be hard to do in a jam.
Apart from that, I had fun!
Visuals feel a bit more like a software than a game, but they are definitely very polished and nice to look at. The gameplay is nice, and it worked quite well even on a track/touchpad for me, despite what was said in description, but that was mostly because I have a physical LMB button near it.
I was going to say about how you can cheese it by just sliding across most letters quickly, but it actually isn’t very viable.
Hellow!
I did notice most of my planning made before jam started was inefficient in practice, but I also enjoyed making my game, and did in fact predict I would be very lazy so my real time of making game was not 10 days but about 30 hours despite me being mostly free during that time.
Also, I learned Godot, not from scratch, but it’s a first project I made with it. It’s also a first time I thought my university c++ lessons were actually useful, since I had a lot better understanding of things I apparently did not understand in Godot before, and this time I was not even using any tutorials, only searching for specific code-related documentation when needed.
I think I will probably continue developing my game someday if I would find motivation and not become sidetracked by another projects - There is a lot to update, and I doubt me making the game open source would make the project find another person to update it.
Thanks for feedback! I did not have enough time left to make balanced levels, and I was instead making separately normal, very easy/bonus , and somewhat challenging levels without even properly categorizing them, just labeling in level selector.
If I am going to update the game, I think I will do more casual levels
This game look cute, but it desperately needs something like indicator where is “below” from game character (in older games it was done as circular pseudo shadow of the character), probably slightly slower moving platforms.
Overall I think it is still very good, especially graphics and humor from dialogues with Cayenne
Also, I think I found some runaway collision box and character can walk on air here

A person playing from Linux here - is working well with Wine, though I have not tried in a completely new prefix, mine may contain something wine does not ship by default.
I did not see anything like this game before, with using match-3 to create powerups, and I really liked it.
Game feels pretty much finished but I encountered that it put some ingredients on the launch of the game, it seems it generated board with valid lines of 3 and more.
Also, I was originally confused about how to play it, but I found it fun to learn how to play from trial and error.
Edit: Forgot to say that I liked the graphics too ^^
I’m thinking about making a game similar to Peggle but with Pepper and Carrot characters, since it would be presumably easier to make, it’s something I didn’t see in FOSS videogames community yet, and it’s something that has a “vibe” compatible to one Pepper and Carrot has (probably because of backgrounds found in the original game)
Peggle gameplay I found on someone’s Peertube:
You can launch linux container on a ChromeOS though.
It will be more tricky to set it up + Itch io app requires to be launched as appimage (self-contained app package) first, and manual install of game seems to be even less straigtforward if you are not a command line person (I don’t have ChromeOS, only linux, so I just looked over some guides and can only recommend to search them too)
Use Itch.io app (easiest method)
OR
- Unpack tar file (use archive manager of your distro or the one you installed manually if there is one)
- Then make .x86_64 file executable (right-click menu > file properties > search for “executable” checkmark)
- And double click .x86_64 file to launch the game
OR
Use this commands in the same directory you downloaded archive to by opening terminal from correct folder in your file manager or doing cd command with required path (this does the same as previous method, but in terminal, may be needed if you use distribution without required features in preinstalled gui software, also, change every version in command to match file you downloaded)
tar -xf DiBS_0.4.4_lin.tar.gz
cd DiBS_0.4.4_lin
chmod +x DiBS_0.4.4.x86_64
./DiBS_0.4.4.x86_64
Last command will launch the game, after that you can also double click in file manager to launch
I'd like to give some feedback on this game, because it looks promising, but it's apparent that this is jam demo of a beginner project:
- Downloadable version is a Windows application, and, while it can be run on mac and linux using special software, it still should be labeled as Windows version
- Exit button in main menu should be removed or changed for web build, because it just freezes game while not exiting fullscreen automatically
- It's still not that clear what final game will be about, because demo is too short, so it's hard to give feedback on gameplay. If running from invaders is supposed to be important part - it's too simple if you know you can run and too hard if you haven't checked controls menu, but I think it can be used as tutorial on running if some text like "press Shift to run" is added.
Good luck with finishing the game!
Thanks. It's called Minetest and it can be used as a standalone game (it's the reason why I wasn't sure about rules) but it is also basically a game engine (you can even delete built-in game assets and still play games based on it, so that is basically what I want to do for standalone package).
I can package it with my game because it's free under license that allows redistribution and modification, as I said in my first post
Thanks for the answer. Sorry, I slightly don't understand question in last sentence because of my poor English, but if I understand correctly - I want to have my project both as a "game" for engine-interpreter-game-thingie for people who are already using it and as a standalone game (or what would look like a standalone game to the end user, because it will not require any additional downloads) for everyone else, and wanted to ask if it will be allowed.
I am also confused, because I haven't asked about why something is a thing or what opinions people have, I have asked about clarification on some aspect of rules, because "external third-party software" can be anything, including dll libraries that unity engine putting in games' folder or directX libraries or browser with javascript support, specific OS etc.
I needed a simple answer, preferably from the people who I am sure are part of this jam's stuff. If I pack engine/interpreter with game (some of engines basically do that already even if we do not know that) is it going to be "external third-party software" by the rules or not?
P.S. Rules are not clear, I am not sure if in my case it is "external third-party software/game" (see rules, forbidden) or "interpreter" (see rules, it is okay to use)
I mean, I need to make people download random software to run my game either way, because my game is also a random software they can't surely trust (especially if it's made using third party engine)
It doesn't make a difference if I compile game using some engine (if there is malware some engine can put it into compiled game) or if engine itself is interpreter for the game
There is such rule as:
- "We do not accept submissions that require external games or software to run such as roblox. Games that require interpreters (python, some interactive fiction languages, etc.) are allowed."
But is this rule applied when I can (both technically and legally) ship the my game with software that is required to launch it? This software is engine I wanted to try out, and it's free and open source, so I can legally redistribute it for not commercial purpose and modify it to launch my game for default so project will follow jam rules.
I think this should be allowed if main reason of adding the rule was possible problems with legality/accessibility of projects and not something else, but I decided asking just to be sure.
It seems that program fails to import model (parameters window closes and it stays on the previous model) when there is cyrrilic characters in path to model file (I suppose it is also applied to other non-ASCII characters). This issue is very small, but I posted it here, even if this doesn't need a fix, maybe someone will find this useful.













