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oofoe

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A member registered Mar 23, 2018 · View creator page →

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Fun to run something on one of the retro big boys -- I remember dreaming about having a super high resolution black and white display all to myself! Performance was good, no problems with mouse targets, image was really crisp. Nice puzzle!

Love the cat! Nice ambiance.

Nice look, music very atmospheric! 

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Interesting picture-in-picture concept. This gives me the feeling of a PlayDate game, but in colour. This is the definitive rebuttal to any complaints I had about the complexity of xAfflixrElixr... ; - ) 

Great controls, like how momentum is imparted by shots. Also hold for shot charge was good. And losing diameter (instead of overt lives) was great! Aspect ratio was incorrect for my screen, so I had an egg flying through lemons...

Nice dynamics, the powerup beam laser was great! Mechanics felt straightforward and worked well -- my splats were all my fault! Had some trouble selecting difficulty at opening screen for some reason.

Images were nice. Since the verbs were so limited, something like a command palette would have been a nice affordance (I'm not really into old-skool guess the word puzzles though ; - ). Very cool to run so retro!

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!

Hi! Glad you found it interesting! Not sure how to direct message, so please feel free to list issues here. Thanks!

Oh phooey! I thought I was so clever, just checking to see if all slots were filled... Thanks for the explanation!

I like the "bouncy" feel of the controls. Second the motion for some kind of soundtrack.

Game page nicely set up. Interactions smooth, art direction consistent. Like the idea of a deck of cards as a maze, but found the traversal a bit confusing (yes, I know there's only two doors to pick from...).

I considered a robot player, but frankly, I was lucky to get the game as it was working...

I told my mother all those normalized vectors would come in handy someday! This reminds me of "Kami-Kaze Drive", a text-based racing "sim" I laboriously entered into my ZX-81 back in the day. It would be interesting to see it with the same controls but in real-time...

Transpiler crew represent! It's funny how many new use cases you find when you actually try to do something with 'em... Loaded pretty quickly, no problems with controls or display. Looking forward to what you do next! 

Very much enjoyed this! The "satisfaction" system was easy to understand, wide choice of buildings and different types of industry and commercial endeavours added a lot of depth. I took a crack at something sort of like this once (Harmony), but this one is very polished and your experience shows.

Updates are a bit bothersome -- sometimes my keystrokes were captured by input field, others they were reproduced in the feedback area. Would be nice if there were a few more predefined places to go. Keyboard for mobile users was a nice touch. Hope you get to develop it more!

Fun to watch -- an amusing juxtaposition (and bad pun (the best kind!)). Would be nice to have some more sprites of the goofy chicken walk. Definitely takes more skill than I've got -- either the ball is on the floor or headed to orbit!

Perhaps you played a more sophisticated version? My understanding was that the win condition was just four-in-a-row as described. Thanks for taking a look!

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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...

Hi! Started playing it, like the mixed comic/third person gameplay. Comic art is really good and you seem to be doing something interesting with panel mouseovers. Hope you'll continue to develop!

Thanks very much for taking a look, glad you enjoyed it! 

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! ; - )

Good luck!

Sorry, I tried putting in screenshots for the steps above, but itch.io didn't like it.  Hopefully that will be enough to get you started...

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:

Is it the UFO game?

That said, if you can contact the moderator, sometimes they can open up the submission window again for you. (I don't know how to contact the moderator here...)

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?

Can you give me a link? I'll see if I can see it.

Hi! Did you set the game to be publicly available?

Hi, @kitman kit -- sent you an invite thing on Discord. If you can spare me some cycles at this late date I would be happy to work with you.

You can see some of my recent jam projects in my profile. Thanks!

Hiya @HexadecimalCat! Wasn't able to find you on Discord, so trying here. If you still have a free spot on your dance card, would like to collaborate.

You can see my previous jam work on my itch user profile. 

Thanks!

I'm sure you've already got it well in hand, but iff you're interested, I may have some relevant examples... My prior entry "SparXline" (https://oofoe.itch.io/sparxline?secret=YPiup5NOOtN9pAcGfL0BGs0 (I turned it off because it wasn't complete)) was doing randomly generated infinite obstacles and scoring. Also my previous "Kipple Kat" entry used a combination of designed levels, infinitely generated. 

I hope you'll develop it more! I adored WipeOut...

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Hi! So I went through your %.md file and slides. One thing you might consider (if you haven't already) is storing a function pointer to the "organism"'s behaviour instead of trying to interpret it at anim time with the case statement. I.e. if you had a (do-plant-things) function, and stored it as (say) the "do" property for `dandelion-01`, then you potentially simplify your anim loop a lot:(leodef live-life live-life ()

    (loop :for organism :in (cdadr (get 'organisms 'contents))
          :do (apply (get organism 'do) organism)
))

(Exact syntax may not be correct... ; - ) This separates the behaviour out from the actual update process and makes it more tractable and composable. You could even "mutate" handler functions -- maybe have a "mutant dandelion" that changes the spreading behaviour or the glyph used to render it or something?

Any rate, remember that you can use what you did here in a future jam, so even if you didn't get as far as you wanted, you've still made a start!

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I'm glad! I had to sweat for that "cute" -- I went through a number of different iterations of the characters.


Be the change you want in the world -- did you see the level editor controls at the bottom of the game page? If you're interested, put together a level with some challenge to it and post it here as a reply (check the web console for the level dump). I'll put it in the "final" version of the game and give you credit! I'm afraid I was mostly just trying to get the thing to work, so puzzle design definitely suffered. Thanks very much for giving it a whirl!