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Potatoes Are Not Explosive

A member registered May 25, 2015 · View creator page →

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This was really cool and different! The first time I rolled the dice I couldn't see where it landed because one of the characters was in the way and the DM was like "yeah it's totally a 1." I love the idea of each party member providing a dialogue option too! I did two playthroughs that were wildly different from each other because of what party members I did and did not injure.

I think the only thing really holding you back is graphics and (the lack of) sound. It seems like this was a jam game so if you spent some time refining what's already there I think you can turn this good game into a great one!

Thanks for showing me this!

Thanks! I'm glad you liked it!

ahhh! Wow okay so you played it super fast! Neat!

I'm aware that it's not framerate independent because in my experience it creates more problems than it solves (tunneling is a big one). I assumed the game would lock at 60 fps meaning everyone would have the same experience but apparently not!

I'll keep that in mind for future projects. Thanks for the heads up.

I think the tutorial could just be a sign on the first level that says "Click to interact, WASD to move." Everything else is conveyed pretty clearly through gameplay.

The primary game loop is really solid and the graphics are very cohesive! I liked the slowly building complexity as the levels progress.

Clicking to interact is kind of awkward when mouse position doesn't mean anything. I think I would have rather it been spacebar or something.

I couldn't tell if the machines broke down randomly or if you choreographed each level. Either way it made for a pretty neat experience. Nice work!

The trailer is just as fast as the game? It might be something about the settings on your end? I'm glad you liked it though!

Lots of really cool ideas here:

- The levels being pages of a book that tell the story is really unique and a really cool way to tell a story that remains outside gameplay but still stays cohesive.

- The characters being composite sprites that are individually animated allows for really neat effects (tail/ears wagging, blinking, etc)

- Having a character that follows you making it a bit more strategic

For a game that was made in a weekend, this is excellent! However if you plan to revisit this project, which I highly recommend, these are things I would consider:

- The actual core game loop is kind of weak. To me the game was "hold left mouse button over the nearest enemy until they die while moving around in circles so nothing touches me"

- Enemies dying and spawning ghosts is really neat but I wish there was more to it. I noticed that the Yetis sort of lunge at you which I think is a step in the right direction. If enemies had more diverse behavior than just "walk towards the player" I think you'd have a much more interesting primary loop. Projectiles and curtain fire patterns would be a nice way to mix things up.


I started with the DNA theme, my original idea was that the dragon would move in a helix pattern but that kinda flew off the rails. So... I guess no, I didnt really use a theme.

Thanks so much! I'm glad you liked it!

The player character art was really good, and the bosses looked pretty neato too!

I think I would have liked to have been physically exploring a space trying to find the video store, but I can totally see that as something that was lost to time constraints.

Suggestion: Rather than having me press space to make the notifications go away, why not just have that disappear after a few seconds? I guess a potential problem is the player might miss what they said, but I found myself forgetting to press space to clear the notifications after a while.

I also liked the twist ending.

Thanks for the feedback! To tell you the truth I kinda scrambled to get this together before the deadline so the fact that you found it fun at all is really great news. :)

Hmm... guess the forum thing isn't really working huh? We have a discord now, maybe you'll have better luck there?

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If you're looking for a team or people to add to your existing team: start a new topic with the title being something like: "X looking for Y" where X is the skills you have an Y is the skills you need. Here's some example titles:

  • Unity programmer looking for 3D artist
  • Pixel artist and programmer looking for a musician

Then elaborate who's on your team, what engine you intend to use, and any other relevant details. I would advise against describing what genre of game you want to make unless your heart is really set on that genre, don't put yourself in a corner!

Super innovative concept, my wrists hurt.

How do I play this? I have a folder full of HTML with an index.html that crashes. Do I need to install a plugin or something?


Very pretty! Although that drum sound when you start the level needs to be turned down. It was very loud in my headphones.

It's like Getting Over It with Bennet Foddy. Figuring out how to move is part of the game :)

Thanks! I usually do more competitive jams where this would have been a big no-no. Thank you! I feel much better!

Here's my postmortem!

Not your fault-- I had the wrong version labeled as the jam version because I'm a dingus. It's fixed now but it's kinda too late. Really sorry.

omg I wish I read this sooner! You're so right! I had somehow replaced the jam version with the post-jam version. That's why I was getting so confused about what version people were playing.

The jam version is now up. It's the one with a black background. I'm so sorry for all the confusion.

For future reference: it really should be on a separate page. I accidentally uploaded the post jam build (which was almost entirely graphics/sound changes and a few level tweaks) to the same page and somehow managed to take down the old one in the process.

More info in this thread.

I've now fixed it. For real this time. But tons of people already played and rated the wrong one. aaaaaaggghh!

Ahh shit. I just figured out why people were playing the wrong one.... I think I accidentally re-uploaded the post-jam build as the jam build. Well this is super embarrassing. I think I'm gonna forfeit this jam I really f'd up and I see no other way to proceed that doesn't look like I cheated.

I'll do that when I get home

LÖVE Jam 2019 community · Created a new topic I messed up!

People are playing my post jam version (which is the submission to a different simultaneous jam) and I think my ratings are getting inflated because of it.

I'm very sorry! If this disqualifies me I understand, just thought I'd fess up asap

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yep. gamepad works. Thanks!

For real this is really well done, it's like "polish: the game"

Yeah that's because I spent a week refining it for the post jam build. Sorry for the confusion

CLARIFYING COMMENT is the POST JAM BUILD. It's not labelled as such because it's actually a submission for another jam. Please base your ratings on thank you!

oohh! I think you played the post jam version! I hope your rating  is based on the one without the background (aka no blue shirt person) :x

Thanks for playing anyway!

Was that the "precise angle" level? Try only pulling the string back slightly and not using the wind at all.

I was this close to cutting that level but after some changes I was like "nah it's fine!" I regret it.

Maybe there's a happy medium? Maybe display a timer or some indication that a spike is about to be deployed?

Waaayyy too hard right out the gate. I'm not given time to learn the mechanic before being presented with a literal wall I have to get past. The second puzzle on the other hand gives you a more controlled environment to see how the speed effects your own movement in a tangible and clear way.

I think the spikes that sink and rise would be more fair if we could see them embedded in the ground, or get some kind of telegraphing that they're about to come back up since the moment they're visible they're lethal.

Graphics look good! You get a lot of mileage out of that monochrome style.  Overall I found the game kind of frustrating but I'm not really that into precision platformers.

Very snazzy UI/style.

I like how simple this game is but I almost wish there were something more to it. It seems like a player could figure out exactly how much the ball will move based on a given line and get the exact shot they want every time.

The golf clap made me laugh out loud.

Great submission!

Nice shaders!

I just released a patch that should make aiming much easier. You no longer need to click on the character and the sensitivity is much lower

Hiya! Since this is open source I have an easy answer for you:

clone/download the repo and change .zip to .love :)

End of day 2. I'll let this speak for itself for now. I'm going to bed.

Hiya there! For those that don't know me, my name is Potatoes Are Not Explosive (or just NotExplosive). I have done a shit ton of gamejams so I'm pretty good at making stuff look good in very little time. The thing that I struggle the most with is coming up with that initial concept, but once I have the vision in my head for what this game is gonna actually look like, the actual making of the thing is just an implementation detail.

I'm actually going to be making two games this week, one for this jam, and one for LOVE Jam. 

Now that being said, LOVE Jam is just the weekend while this jam is a whole week. So currently my goal is to make a vertical slice of the game I'm making for this jam, and submit that to LOVE Jam. I'm also starting a day late, so this means I'm gonna be cranking out a lot of game in very little time. We'll see how that goes.

I'm reusing some assets from my game Lens for now, I don't intend to use this for the final game, I just needed something to get me started.

This is an animation test. Note that the bow squishes down as you pull back the string. I had implemented something a lot like this when I used this asset the first time, so this was actually really easy. I'm going to borrow something else from Lens, but more on that later.

Here's an example of the predictive arrow path. Not sure if this will be in the final game but it's nice to have for now and wasn't that hard to write.

Hey, since you took the time to read this, here's a bonus gif:

Completely unrelated, I just think it looks cool.

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Thanks! You get that crackle if you cut the sound before the waveform hits the zero line. It's super obvious if you zoom in in Audacity (or whatever your tool of choice may be). Should be an easy fix!