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Pablo Ariel Mayobre

A member registered Apr 09, 2015 · View creator page →

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Please don't worry, this is not a competition, so it's fine as long as it was a mistake, and you know that the score is not that of the jam version.

Again (I explained this at Discord) scores are another way to receive feedback on the game, and in what areas it's lacking. More so than a competition, since there is no price or real merit other than having the opinion of other great developers.

This is also a reason why rating is locked to those with entries or the contributors of said entries, it's not a popularity contest nor do we have a judge panel qualified enough to rate and judge entries which vary so much on genre and mechanics.

So please, don't feel bad nor forfeit from the jam, it's fine, you made a mistake and tried to fix it, and you are publicly apologizing, I really won't press this any further.

If possible please rate and leave feedback in as many entries you can! Best way to show you are sorry haha

It depends!

Fixes for breaking bugs (say, the game can't be played on MacOS, or level doesn't load appropriately and so on) can be fixed and uploaded without ado.

If you have a major update, more content, changes in gameplay and such, a post-jam version is needed.

You do need to keep the jam version, but you may decide to publish it side by side. You may do so during the jam or after the jam, that's for you to decide, but you need to make clear which is the jam version and which isn't.

I have seen people suggest to upload the Post Jam version as a separate game, and keep the entry in it's own page (maybe linking to the post-jam version) that way the jam version will always be available and easy to find

Hope that helps!

Graphics is a little bit specific, but you can generalize it and rate the aesthetics, or how the text based mechanic chosen fits the game.

In any case I recommend you justify the way you rated the game, by leaving feedback in the comments, either on what could be improved or the stuff you liked and enjoyed the most.

Remember there is no price, so ratings are not that big of a deal, and I wouldn't expect a text based game to be the #1 in Graphics haha. Feedback is the best way to give something back to the devs that put so much effort in their entries.

Hope it helps, and thanks for asking!

The categories, are the same every year:
- Gameplay
- Graphics
- Mood
- Sound
- Overall

Only participants which have posted entries, and the contributors can vote.

Hope that helps, good luck!

Hey are you guys streaming the jam? Let people know here

Right, as Mathias has pointed out, LÖVE is mainly a 2D game framework. Although it offers a lot of features that directly translate to OpenGL context, which means that it is possible to do 3D games and people have already experimented with that.

To be honest I even did a bit of 3D stuff like Lovox-Redux (check Sir Dashaton which is a game made with it) and porting LOVEPBR to 11.x but this stuff is pretty complex and difficult and definitely NOT something I would recommend as a first project much less on the short time-span of a Jam.

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I don't think there is a nice and up to date way of doing it. There are a few web exporters but they are not so good... since the LÖVE port is out of date

I recommend distributing a LÖVE (.love) file, and maybe a Windows executable, MacOS app and or AppImage after the jam ends...

Ideally you would have to make them yourself as the third rule for the jam is:

  • Assets must be made during the jam — exceptions are logo/intro/fonts

This is somewhat similar to LudumDare rules for Compo submissions and although it's restrictive there are a bunch of ways to go about it:

  • Create them yourself, even if they are crappy or very simplistic
  • Use procedural generation tools to create them
  • Team up with someone that can make them for you
  • You can create derivative work from a pre-existant asset (by modifying them enough they can be distinguishable from each other)
  • Don't use audio (find a reason to not need it, or make a game that can do without it, or leave it for later... this may result in a low Audio score though)

HOWEVER! If non of this works you may opt out of the Audio category by mentioning that the audio was not made by you or your teammates on the 72hs of the jam.

This will result in a much lower Overall result since people won't vote on the Audio category.

Hello! Thanks for the offer, I just shared it over at Discord to see if there is interest over there.

I suggest creating a CrowdForge team and see if you can get some partners over there with the required skills.

Good luck! Hope you can participate

Use this threads to post links to libraries, resources, tutorials, etc.

Posting your own basecode and libraries is encouraged!

Feel free to use this thread to post any progress screenshots here (once the jam starts).

It'd be great to see what you're working on!

Tjakka5 and I thank you all for your reviews and the feedback you have given us!

This jam really stressed the hell out of us the first two days, we had an idea that we couldn't pull through, the idea was overscoped and possibly perfectionism took a toll on us.

The really supportive LÖVE community really gave us a reason to move forward with this and on the last day we created this small game mechanic and juicied it up till we felt comfortable with it.

Now with this ratings and all the amazing comments you left we are really proud of having stayed till the end even if it wasn't the idea we had at first. We are really happy of having participated and compete with all the amazing games around here!

Wow really awesome game, so challenging, so many different powers and enemies, it felt really good... too bad that the guys you protect always move to where the attack is, I would like it if I could ignore attacks that are not directed specifically to one of the good guys

I loved the general idea of the game, and the mouse as a weapon and transportation control was great, the graphics were good, I consider there is room for improvement in that area, like spicying the rooms or distinguishing enemies for example, also the music was a little low, compared to sounds but that's not a big deal.

Overall I really enjoyed it, and for a jam it's a great game!

I'll definitely will give this a second try and rate it again, thanks for the detailed explanation!

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Alright thanks for the feedback! We are already trying to fix the first one, as for the second, that's probably a death hahaha we'll keep investigating these :)

Hope you enjoyed it!

Well nothing that can't be improved in a near future ;D keep it up

No I meant, that I read that stuff and didn't finish understanding what I had to protect and how, or at which stage I was (to activate the shield) I always end up dying for some reason, not sure how to make progress.

Yeah you should really port it to that handheld someday and post images of it over here! And of course sounds can come after

Hey pretty good entry, I really liked the graphics, with the controls screen and such, too bad it doesn't have some punchy music to go with it (but not so big of a deal)

The gameplay got repetitive after a while but the mechanic does feel good

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Hey! I made a pretty similar game like 4 years ago and never posted it, I really like your approach on consuming the orbs, and the pace is pretty good.

Graphics for circular scaling patterns are hard, but you should totally work on that area in the future (same with sound effects)

Thank you! They are mostly programmed graphics ;D with a bunch of effects on top haha

It would be great to hear what the physics issue was so that we could fix it in the future, thanks in advance for that

Thanks for your feedback, we are currently searching how to fix that issue, and will probably update the entry after the rating period ends

Haha this game is pretty good! Those assets are pretty well done and the top down mechanic, although common you got them right, I didn't like the wave system much though, it's impossible to keep up, specially if you need to reload... but overall I liked it

Really fun little game, you went with a pretty common mechanic, yet the waves are pretty fun, I really liked the hand drawn assets for the keys and mouse!

Hey pfirsich, this will be a great game, you should totally keep improving on it, the mechanics are amazing and makes you get in that stealth mood hahaha.

I didn't really like the controls, like it felt weird to play it with one hand in such complicated positions, but that's not much of a deal

This game is hilarious, I loved the weird assets and the sound effects, the gameplay is pretty repetitive though... I know you were doing something even greater, too bad it couldn't happen

I didn't really get the idea of the game, or how to play... you went for a weird aesthetic, I don't dislike it, but it really does lack some proper tutorial to play (and some sounds, but that's not big of a deal)

I hope you can explain it to me and play again before the rating period ends!

You nailed that programmer art! And it feels so good to play this, it's a little repetitive, but I believe that's just a level design problem. Definetly needs sound! I hope you keep working on it

PS: +10 for putting extra work on your game page!

Great game, I really loved the aesthetics and gameplay, that little issue of dropping the key in the water/lava is a little bit sad but overall, it's  a great entry!

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I'm thinking of making an aventure game. I'm wondering if adding a textbox with no additional información would be out of the spirit of the jam.

Also can I provide external tools in order to decode and encode data transmited by the game. I think this is not in the spirit of the jam. But it will make things easier and fun for some players