Well, my schedule has been completely wrecked thanks to roof integrity issues. So, I'll just leave this mysterious semi-abstract screenshot as proof that I was here..
I'm looking forward to trying everybody's games!

Hi! Thanks again for your help! I got it working: https://oofoe.itch.io/puz15
(password "puz15" -- I just don't want it showing up on my profile yet because not finished.)
Another question, if you're willing... I'm trying to use the array language capabilities to figure out if there's an opening to move a tile into by vector adding to get the orthogonal neighbours:
np:2 window (p,p,p,p)+(1,0,0,1,-1,0,0,-1)
Then I get the contents of my tracking map (canvas that I write the actual tile positions into) at those positions to determine if one of the neighbouring spaces is empty (=0):
0=map@np # Yields something like (0,1,0,0)
I know that a lot of array languages have some kind of operator to filter one array by a boolean other, so I could apply the result of the 0=map@np to np and arrive at just the coordinates of the empty space (or nil, if no empty space in neighbours). Currently, I'm grovelling through with an each loop -- is there a way to one-shot the operation like that?
Thanks!
Okay... So I guess this is the relevant bit in the manual:

I thought that ".event" was just a dictionary, not actually a function (method?) that was taking event names(and optional arguments) as its arguments. Obviously, I need to read more carefully... Thanks very much for pointing me in the right direction!

With that resolved, I think I'm getting very close to the endgame here!
Passing arguments with event calls from Contraptions?
Hi! I was going through the "Breakout Three Ways" tutorial, and decided I wanted to make my own game-like object. I have an array of tiles (Contraptions from a Prototype Tile) and when the user clicks one, I want it to pass the tile's label (kept in a hidden field) to the top level Card script. That top-level script looks like this:
on moving which do alert["Yes, this is the card top level."] alert[which] end
So, the event should be "moving[]" which accepts an argument (`which`), right?
So, in my Prototype, I have this script attached to the invisible button that makes up the tile's face. The "which" field is hidden, keeping track of the label for the tile:
on click do card.parent.event.moving[which.text] end
This is based on the "Breakout" example, but none of the Card level event handlers take arguments, so I'm trying to supply the argument as I would with a regular function. I've also tried without the brackets and using literal strings or numbers instead of the text from the hidden "which" text field. And every time, all I get is zero, or null or empty (with event handler code above).
Can someone give me a hint on where I've gone wrong? This seems to be a reasonable way to call the event (other events seem to do it?). But if I can't get it to work, I'm going to have to do something stupid like set a flag on the Contraption and call the event and have the handler grovel through all the widgets to find out who's got the flag set. I guess if it works, it's not stupid, but it seems inefficient since I know what tile is raising the event?
Thanks!
Took me a bit to figure out what was going on (because I don't read instructions), but really gelled once I figured it out. Compelling loop, good music, graphics simple but with a nice feel. Really liked the idea of having angled planes on the "flipper ship" to bounce in different directions. Second the call for keyboard rotation controls. I think it might be interesting (if you haven't tried it already) to see how it works with the standard asteroids controls, which would take care of position and rotation as well as being more "spacy"... If you really want to excite the nostalgia factor, suggest vector (instead of pixel) text.
As a REBOL-refugee, Janet is the first place I've really felt at "home" (although it could totally use a built-in cross-platform declarative GUI...). PEG is great to have handy, and Jester is basically the outcome of a mad evening of "hey... if I did this, then I could also do that..." . I've since learned that there's a complete Janet-syntax PEG here not to mention the `parse` function which just handles a lot of the heavy lifting for me. So, once I finish my next project... there will probably be some new developments.
Thanks for taking a look!
This is a reimplementation of a previously written, unsubmitted game -- but in a new "lisp" of my own making (Jester). I was planning to write a whole new game with it after proving it worked, but didn't get to it. So, while this is nothing special, I hope you'll enjoy it!
If interested, check out Jester at https://hg.sr.ht/~oofoe/jester.
Hey! Thanks very much! I haven't had a chance to get through the whole game. Will see if I can get back to it and I'll give you a proper report -- then it might be worth a credit. ; - ) Dealing with a bunch of other stuff right now, so can't commit to anything more at the moment. Sorry for late reply -- I kind of exhausted myself on my own project...
Not really my cup of tea, but a very complete experience -- music, sound effects, fully themed and at least partially voiced. The gallery setup is professional.
Oh, and the %USERNAME% trick? That was a good one! (Consider doing some text processing, like capitalization with `title()` to enhance the effect...)
Slow and elegiac, with an interesting conceit. Good use of a limited number of assets. Good music choices for the mood. And in the end, how much it matters is how much it matters to you, the player. (For the record, having made my choice, I didn't look for alternate endings.)
One glaring problem with an easy fix -- Satsuki's name is misspelled on her character dialogue header.
Some initial performance problems for selecting menu items -- hotspots didn't react. This may be an issue with the Scratch Web VM. Arrow keys don't seem to work on main menu. Sometimes game seemed to load into completed endings instead of starting?
I liked the "layered agglomeration" style of the character designs. Definitely set up a creepy vibe with Scenic's pyscho monologue. The "wisteria homeroom" was hilarious. I also liked the stage-setting lore and backstory.
Since there doesn't seem to be a progress save or rollback option, the "skip dialogue" choice was very helpful. The idea of a roguelike in the VN was good. So far, I've only been eaten by the monster though! ; - )
You seem to have compiled it for Windows. So, someone will have to actually download it to their PC to run it.
If you want it to do the web thing like I did, you need to make a web build in the Ren'Py console:
Then, once you have that (will be in the `XXX-1.0-dists/` directory and called something like `XXX-1.0-web.zip`.
Now you go to your itch.io game page, and upload it, then click the box saying it can be played in the browser:
Hi! When you go to the itch.io page for your game, copy the link to this reply. For instance, my game is at https://oofoe.itch.io/the-unseen.
Your UFO game is https://wtrevillion03.itch.io/ufoent-blk. So something like that?