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pancelor
Creator of
Recent community posts
really cool! the map tech is wild. and the trick to display the HUD hearts it clever – I’ll have to remember that.
rot13: V sbhaq 6 be 7 urnegf, sbhaq n qhatrba, naq tbg fbsgybpxrq va gur jngre pnir – vg frrzf gb unccra pbafvfgragyl jura V uvg gur gbc-yrsg pbeare bs gur oynpx erpgnatyr vafvqr gur jngre. obggbz-evtug gbb. nz V snyyvat va n cvg..?
Does this jam accept tools e.g. map editors? (made in PICO8 of course)
Related question: are there judging categories? or are all submissions judged on a single scale of “good” or “fun” or something?
Category suggestions:
- Fun
- Innovative
- Artwork
- Tools
(I’m sure there are better names for these, and looking at other jams for category inspiration might be a good idea if you decide you like this idea)
fun game! I think its very funny how the line piece is still good, but here you usually want to place it sideways instead of vertical haha
my highscore is 775K/301 lines (on marathon/1/1) without thinking too much about the combos. (but its very fun to pull them off!) I’d be interested to try a version of this with 5 colors
I love the lives system, and the way that every player plays the same finite set of levels, rather than framing it as an infinite procedural generator – makes it much more compelling to me. I died on level 18 but I might try again later…
the spike at the start of level 15 is nasty! can you push it to the right a few pixels please? ;)
that “feature list” is really funny to me, because they seem small but they are genuine features; I wish I’d been able to fit them into my entry!
finally, here’s a puzzle(?) for you:

I played an early version of this, and I have to say that the scanning mechanic + the lore of why I’m doing it adds a LOT to the game, I’m impressed. I also really like the choice to put in an ending 
all research complete B)
(oh btw, is there any particular reason for the odd pixel-scaling? the p8 manual recommends setting the itch viewport to 750px x 680px for nice and even pixels)
my playthrough: https://gist.github.com/pancelor/ed1551f7afce462349673b2c671a0118
unfortunately, I had a lot of fun. I believe this is Bad Game Design
I had an excellent time playing – tense and surprising and charming and funny. my results: https://gist.github.com/pancelor/ed1551f7afce462349673b2c671a0118
I believe I am supposed to write “I am a cheater” here, but I didn’t finish reading so I am not sure. might as well be on the safe side of the kitten law: I am a cheater
boat crash 1.puz:

it reminds me of spider solitaire, combined with an odd and exciting version of free cell where the free cells are the cards themselves… seems difficult so far! I’ve managed to win once out of ~fifteen games, but I can’t really tell you what went right that run. I’ve played a ton of free cell but I was never any good at spider solitaire.
I find it a bit strange that if I put a 3 sideways onto a 4, I’m not allowed to pick up the sideways 3 and re-place it rightsideup on the 4 (and this can be useful sometimes to give myself a free cell)
I’m also surprised that cards auto-score as soon as they possibly can – sometimes it would be helpful if they stayed in place until there were no lower cards of any suit. But I haven’t played much of this game yet and so I hesitate to suggest changing it, maybe it adds an interesting wrinkle where I should try to build multi-color stacks instead of single-color stacks, to prevent this
great game! looking forward to playing a lot more of this
I thought of a idea for the doors – I can see why you wouldn’t want them to glow all the time, but maybe they could glow while the player is using the blue secret-finding ability? I think I would have liked that. (and adding a working door to the bottom house near the shark would have also helped me to know that doors existed in the first place)
re: the rainforest waterjump: one option might be to trap the player in the water with an equally tall wall on the right, to tell them that there’s a way to get out if they can just figure it out. or maybe make the water deeper, so that they’re sure to accidentally highjump after they dive down for the spirit orbs…? or change the physics to make the waterjump height difference more exaggerated. I’m not sure how well those changes would work, and I’m not even sure that a change here would be a good thing, but they’re options that come to my mind if you decided you wanted players to not get stuck there.
Every person has a different way of thinking and playing so the only way to prevent players from getting lost would be to add no challenge and no exploration at all.
yeah! I completely agree. that’s why I’m hesitant to suggest any big changes… the times I got stuck were part of the whole experience, and I really enjoyed the whole experience! thanks for the game :)






































































