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A member registered Aug 18, 2015 · View creator page →

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Nah, they're handwritten. I'm using the AJAX object to pull them from a text file.

And yeah, likewise!

There's a bug that makes the battles freeze. I can't find it, but you can hold Q for five seconds to skip a battle.


You're the second person to mention this, and I would like to know: Why you don't think this is a game? 

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Thanks for taking some time to explore this! 

You made a good note on the font, thanks. I'm always trying to improve my pixel fonts, this time I tried one that maintained the shape of words at the expense of lower case letters distinctiveness. Which apparently didn't turn out so well.

I'm curious why you don't consider it a game?

Thanks! If my silly little game inspires one person to eat healthier, it will have all been worth it...

TBH, it was mostly so I wouldn't have to put in like a million fortunes.

This is everything I want in a shmup, good variety of easy to distinguish enemies, good level layouts, nifty bosses... My only real complaint here is that sometimes enemies get hidden behind clouds of pickups.

Those are some juicy death animations.

This is a solid infinite runner. The animations are beautiful, and everything is easy to parse in an instant. The interactions make sense, all in all, it feels like this is doing everything it sets out to very well.

I had this problem too, but WASD work as an alternative. I don't think it's meant for mouse control.

I love this game, and there are 2 main reasons:

1: Footprints. Thank you for the footprints, every game with mazes as a primary mechanic should have you leaving footprints. I never got lost.

2: Gossamer Guns. I thought I was going to hate the auto aim, but it does a couple of cool things. It forces the player to get up close to enemies, putting themselves at risk. And it also doubles as a bit of a radar, helping you find enemies. Tying your ammo to your score was a bit of genius too, It's basically an accuracy bonus with no extra effort.

The falling bit was nice too, good break in gameplay.

I need to play this again with sound, I didn't read about the soundtrack until I was done my first playthrough.

Got a definite Quake feeling from this one. I like the simplicity and the chillness of the audio.

I feel like the big central rooms could use more to distinguish themselves. I know that's what you've done a bit by altering placement of waterfalls and clocks, but I kept wondering if I had just walked in a circle back to where I started...

I love how much of a story you managed to tell here. The humor is pretty spot on, and I'm genuinely impressed at how much content you made over the course of the jam.

Getting to redeem myself a bit as a dog was nice.

Yeah for sure! You could even make a pretty simple AI, since the decision isn't about where you pick, just if you do or not.

One thing that might be useful inspiration for developing this: It's basically a press-your-luck game, which have been heavily explored in the tabletop space. A couple notable examples are Can't Stop, No Thanks and Incan Gold.

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Thanks! I really feel like it gives small interactions more value. You see it done for a profit sometimes in the mobile space, but I was personally inspired by Vesper5, the various spinners in Neopets, and the Daily Challenge Mode popularized by Spelunky.

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I enjoyed this quite a bit. I didn't finish it, but I will be coming back to play again. The story is appropriately goofy, and I love the use of time and chance in a deduction puzzle.

One note: playing in full screen makes the text window and timer cover up the JPG and HEX for me.  My monitor is running at 1600x900.

Huh. This is clever. It reminds me of Fortune Raiders. Except it feels like there's a bit more strategy here.

Are the numbers of tomatoes and bombs consistent each time?

Dad needs to negotiate working from home maybe. 

This is pretty effective considering how little it is. The repetition is like a picture book. The kind dad didn't get to read to his kids. 


This is really well done! An option to skip turns would be nice, (Especially once you've built on every available square) but this is not really a knock against the quality of the game.

Y'all are such good people. It's important to validate small games, thank you for doing so.

It probably said watch.  :D 

But feel free to also smell them.

Sorry you got a depressing one! 

Come back tomorrow! You can only pick one veggie a day!

Going to post my thoughts on both games here for concision's sake.

These are both pretty nifty. I really dig the glitchy spectrum-port looking graphics, and the music's spot on.

I like how the combat feels different in both games. Like, sure, you can fire in all directions in Soldier, but in knight you can kill multiple enemies with a single shot. It would be neat to see one more level of depth, like combo or accuracy bonuses, or some kind of powerup. Having a couple levels to beat would be nice too. But the games are nice as-is.

I've included the font I made in the download section of my entry if anyone wants it.

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I'd like to put in a good word for Shotcut. (It's also good for making gameplay gifs, though you will need separate screen capture software)

I think that while WarpZone's advice mostly holds, that your trailer could be mostly gameplay footage, but probably in clips of no more than three seconds, showing off important gameplay features or particularly pretty scenes. Then intercut that with some text on a black background. You can get a lot of milage out of that.

I use OBS to capture gameplay, it's fiddly, but has the good features and plays nice with my hardware.

And if you want some free music for your trailer, CCMixter has a huge collection of it.

That's cool. I've been thinking about analogue games interacting with real time lately. Have you seen Tempus Imperium? It uses the date and time instead of rolling dice.

The jam is in progress! What is everyone working on? I'm making a single session RPG about your impending death! ^^

It's actually a fairly lighthearted group storytelling game, but it does focus on death and how we want to be remembered.

You're correct about tunnels. For multiball, you both lose the multiball and the ball.

  • For Bumpers and Ramps, you are using the sum total of all scoring zones of a type. 
  • The 10 points per set of Targets is in addition to the 5 per target. So, yes you have that correct.
  • You write the sum of the dice in a Tunnel, and it gets doubled for scoring. So two 6s would be 24 points.
  • I'll definitely take all of these confusing bits into account moving forward. The intent was that you use the sum each time, but I might make another table use dice splitting like you mention, that could be interesting.

Thank you. That was the goal!

I did not foresee this scenario.

I think if one player can't play, the other player gets a point and the coin moves to the anchor. Does that sound fair?

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That is correct. Also, thanks for the purchase!

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Hey, thanks for the feedback, I'll make some clarifications in the rules in the morning. But for now:

  1. Yes, one player is Seagulls, the other is Seals.
  2.  The card stacks are face-up, so you can see what your opponent will be placing.
  3. A line of cards is a straight line, either orthogonal or diagonal, with no bends.
  4. A card is connected as long as it is adjacent to another card that is part of the contiguous group of cards with the anchor in it, regardless of arrows.

Hey, not sure if this is intentional, but there doesn't seem to be any reason to ever release the wrecking ball. Once it gets to a certain size, you're basically invulnerable.

I saw talk of a constant-fire mode. That's all it would take.

Hey, thanks for making this. I love how gentle failure is (despite it being a bit frustrating in a Getting over it kind of way. Y'know, the good frustrating.) I also love the tension of trying to proceed vs. seeing what all the different characters are. And even though I've played through twice, I kind of want to figure out an optimal path for a speed run.

This is beautiful! Has anyone tried playing this with a dance mat? It seems about perfect for that.

Thanks! The difficulty ramp is intentional. The game isn't exactly done, but the completionist challenge was definitely meant to be hard.

Try going for as many stars as you can in the first few levels.

That escalated quickly! O.o