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mini_v

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A member registered Jun 10, 2025 · View creator page →

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I was mixing two game concepts: Superhot .. imho the most mainstream example of staggered realtime, and sokoban for the grid based puzzle mechanic and late 1980s aesthetic (sokoban didn't look this good though :D)

interesting realtimeable turn-based mix, basically superhot sokoban?

this game is so weird and on point :D very cool :D

if it at least had a score? maybe some basic scaling animations on the squares when you delete them? also mouse down seems like too much of an effort when you're just holding it down all the time anyway :D

I mainly remember running after my own skull a few hours later .. one could build this up to a full zelda-like, I'd love to know more about this main character :D

it's ridiculous, weird, and strangely pretty :D

I feel the topic deeply :D .. I'd argue there's maybe to little game here? 

not least it's impressive for how small and complete that game is .. I got stuck after using the tutorial button though, needed a reload :D

I fear this game is a touch too hard :D .. but it authentically looks and plays like c64 era :D

sorry, that won't happen soon, I don't have any windows machines at home currently

exactly one try for one playthrough .. very cool concept :D

that's unfortunate.. do you have any error messages for me or so? it's possible it's just loading slowly .. my first "new game" on itch took a bit longer than comfortable 

clickable arrows as the core mechanic .. just now I built a (->)(<-) arrangement, which can be pushed back and forth arbitrarily ..

I think this would make an excellent minigame to gamify picking locks in the right setting.

I tried somewhat deliberately to make the first level about understanding the basic movement limits of the character controller. Sounds like it works well :D thanks for playing and the comment :)

it's the vibe I want to get .. I just never considered that I hit that with this specific game :D .. so, thanks for saying it, I'm still not quite sure I feel it myself :D

oh dear, I'm sorry, I had that mouse lock exactly once and never quite reproduced it .. capturing mouse in a browser first person game is a non trivial effort it seems

I had been thinking about multiple lines and such, I just lost a few hours of work right in the middle and had to push through to actually get this into a rounded _game_ form :D I like the way you said one line could power platforms necessary to line up shots for the other lines, there's probably more depth in this than I thought

thank you, and thanks for playing :)

forcing dice into player perspective for example, it's deliberately presenting how this game is a simulation of something.. like a stack of fourth wall breaks :D

thank you :) I'm glad people feel it as atmospheric .. I wanted the aesthetics and the controller to feel good and see what people take from it .. glad you like the mechanic, too, eventually I was worried I was creating the prettiest boring game in existence :D

your game page has the same charm .. I think it's not just morning grumpiness ;)

Impressive .. I could leave this open all day, it's just so pleasant :)

Really nice concept and fun gameplay. What bugs me unreasonably is that this gorgeous parallax scrolling is one resolution of pixel art and the tiny figures are another, or maybe not even pixel art? Personally I'd go for far simpler player character and npcs so they work well with that wonderful background :)

it felt important to me to hand it in while I still thought and felt the idea was fun. I somehow lost touch with that in this split second out of nowhere. So I love that it came out as a good appetizer :D thanks for playing and the description, the cyberpunk is somewhat accidental, but "tech wizard fantasy" is definitely theme I want to explore in more game dev projects for me :)

I'm trying to not guide your answer too much, could you elaborate on how it gives old 90s tech feel? it comes as a pleasant surprise to read that :)
I take it in a longer version of the game you'd want to get to shoot more sparkles? :D

thanks for playing .. I would suspect the time limit on the staff would help a bit with that? :D try to figure out the first level with as few shots as you can, the rest will flow from there ;)

this is .. really impressive, I wish this were my submission, but it's also very much not something I would ever think to build :D really cool, well done! :)

very strong entry.. I never imagined a gameplay loop like that could be so immersive despite being so abstract? works really well, totally felt the space/dungeon vibe and love it :)

strong aesthetic, giving my soul reaver vibes, as was probably intended .. very clunky though, could be a modern "abuse" if you're fine with adding mouse control like that :)

this game is so profoundly weird :D perfect game jam material, particularly given the theme :D 

quite original story and aesthetic.. felt very clunky at this stage, but the idea is very strong!

thank you for the very very kind words :) 

this is so impressively well rounded, well done :)

fascinating imho original game .. it's basically a finger skateboard in digital, very cool :D I don't get "connection" from it though ;)

absolutely impressive.. and a very interesting take on roguelike + survivors like .. very cool!

I don't really get "connection" though, apart from the intro text :D

the turn sound doesn't even have pitch variation, it still never gets old :D .. very well done, surprisingly sticky :)

really pretty.. but I suspect you lost a lot of time on the voxels? :D it's still a very cool aesthetic which could lend itself to satisfying death animations :)

only later, rating the submissions, I saw a godot project with a relatively simple leaderboard, done with silentwolf .. I'll definitely check out the silentwolf / godot integration on my next project, I'd love to do an interesting scoring system for everything from now on :)

for the first level it helps if you actively minimise the shots below 10 :)
S'ing your C will then probably follow from it  .. thanks for playing and the screenshot :D

I didn't quite get rid of the lagging issue .. it used to be the first loading of noise textures that created that, but even after removing all noise textures but the one on the staff the problem is still there -- optimising that lag away would be my first order of business if/when I return to this, so it scales nicely with plain more stuff in it :)

it subtly encourages it.. you can't get an s-score in level 1 without using less shots than "star"s :)
love the comment, thank you.. glad it even got someone "hyped", I was worried it might read more tech demo than game at this point :D

very interesting take on a connected pacman logic .. but I wouldn't see myself returning to this game, it's a bit barebones :D