Nothing too official, I've just seen that one map shared for now on the playdate squad discord server, Shattered Wilds has a thread there.
You can find the thread in the games and apps channel
Yes! Inside the shattered wilds save folder there's a worlds folder where you can either copy your world to share with others or place a world someone's given you. I know one of the people who helped with art on the game shared her world in the playdate squad discord server.
In terms of challenge maps, you could even conceivably create a world in creative mode and then change the world type in the save data before sharing it to make an adventure map, for example.
Glad to hear you're enjoying the game! Sorry I made some of those achievements quite brutal.
1.) Mage Hand lets you interact with blocks at a distance, and you set it up with runes to target a block the same way you would set up a teleporter. You can use it to interact with a chest at a distance, for example. I'm not sure it's that useful but I figured it might be used if someone got around to making a custom map, since it would let you hide exactly what the player is interacting with.
2.) Anything that drops a painting can drop any painting, they're not set to any specific map or boss. If you're going the fishing method I recommend getting an eyepatch from lava fishing first, otherwise just farm the boss that takes you the least amount of time to kill.
3.) Nope, just aesthetics! Tabi redid my art for bricks/obsidian bricks and while I liked it it felt more metallic than stone, so I added them as iron/dusk brick variants for decoration.
If the item you're talking about is the one I'm thinking of, it should be craftable. Technically though, every item in the game is renewable in some way (at the very least with the use of an item you unlock in the final workbench, but usually there's another way as well). Even that other item you're thinking of re-spawns, although it takes a very long time to do so.
Also, even if you lose an item due to a full inventory it should count in the logbook.
Thanks for purchasing the game! A rebalance is definitely in the cards (no pun intended) in the future, but I don't have any definitive plans at the moment. Honestly, Lux is a hard game to balance, because "hard"can very quickly morph into "frustrating". I ended up making the game much easier than the jam version to at least keep the experience on the "fun" end of the spectrum, but I might have gone too far. Still, I hope you enjoyed the experience, and I'll definitely look into a possible rebalance sometime in the future.
It's always impressive seeing something 3D made in a short time for the playdate. The way this game renders graphics is pretty smart, and the minimalist vector look works... most of the time. I had a really hard time on track 5, because after the ramp you can't see where you are at all while you wait to fall back to the track on the floor. With a completely black background in front of me, there's no way to tell if I'm even facing the right direction coming out of that ramp and turn. The powerup system is interesting, but it feels like RNG definitely impacts how easy or hard a race ends up being. Still, I love the look of the game and had fun racing the first 4 tracks!
I felt a little lost with this one. I got the broken part unscrewed and brought the new part over, but I wasn't sure what to do from that point. I tried putting the screws back but couldn't get them in the right spot and grabbing them was really hard with such a small hitbox. The game has a lot of different controls, and honestly it's a bit unintuitive to use. I did actually like the accelerometer, which isn't something I often like in a playdate game due to how the screen works, it felt very fluid. It was mainly the d-pad and button combinations that threw me for a loop. That being said, there was something compelling about the process of fixing the... computer? Not sure what it was. Either way, despite the controls I love the concept of this game and wish I had the patience to figure out what to do next.
Love the 3d look, and a good use of the crank! I did find it a bit disorienting having the camera spin around when doing tricks, but cranking as fast as I could after hitting a meteor was very fun and satisfying. I want more tricks though! Maybe bound to the d-pad? Either way, for 72 hours this is an impressive result.
A pretty fun platformer. I'm not a huge fan of having zero air control, but I realize that's a personal preference. It did make the game feel pretty rigid though, and climbing up one-block cliffs was a bit annoying since you stop if you so much as brush your toe against the side of the block. I did encounter a few weird things with movement- most noticeably that hitting your head cancelled all your horizontal momentum, but the game controlled well enough that these are more just minor gripes with the physics.
My only other gripe was with the post level menu, and I think I said the same thing about it in Negative Reinforcement- It's a bit unintuitive, and I often found myself restarting a difficult level by mistake instead of moving on, since I had been conditioned to press up when seeing that menu. To be honest, in both games, I have never wanted to restart and play the level again, especially as there's no flag to let me move on without beating the level again.
Despite it all, I still enjoyed my time with this game- the art is fantastic as always, the music is good, and the premise is fun. A well rounded jam entry for sure!
Felt a bit like wario ware! Very fun, and I enjoyed the variety of minigames. I didn't really understand what to do in the "collect 10 spaceships" minigame, mainly because I couldn't tell what was causing space ships to appear.
Using tiles like pixels definitely gives the game a distinctive look, although the super-large characters do make it a bit hard to tell what's going on sometimes. Still, maybe that adds to the "head in the clouds" feeling you were going for.
A very peaceful and compelling entry! Designing a little garden was fun and relaxing. If this game saved when closed and had offline progress, I could see myself coming back to it daily to check up on my plants. I'd love a post jam version with more stuff to play with (not that the available content isn't a ton already!)
I was a bit confused what the goal was while playing this. Obviously I can tell you lose at some point (so I guess "don't lose" is the goal?) but it didn't really feel difficult to keep placing buildings and shooting monsters, so I basically only lost because I got bored of playing.
Maybe I wasn't understanding something though! That could definitely be the case- my first run I missed the fact that you could move the cursor with the d-pad (all the other controls were listed at the start of the game, so I assumed that was all I could do!)
Still, cranking around to spin the moon was viscerally satisfying, and because the bullets travel in screen space rather than around the moon it was fun to spin a wall of bullet death around the moon repeatedly and rack up kills.
I appreciate the feedback! The bar was meant to represent the number of cards left in the deck, and I was split 50-50 on whether I should end the floor when you get all the cards out of your deck or when you play the last card. I ended up going with playing all cards and adding the "storing" system as a compromise. I'm working on a post-jam version, and I'll definitely try ending the floor after all cards are removed from the deck. I do think that could solve some of the issues of being stuck with all "take damage" cards when at low health.
Lower levels do actually have unique misfortune cards, but they still have a chance of being rerolled as misfortunes from lower floors. Plus, you keep those lower floor misfortunes in your deck, which dilutes it more. I'll definitely look into making each level feel more unique! Your suggestion about different sounds for each level is a good one, and something I definitely would have done if this wasn't a jam game. The post jam version will definitely do this.
Sorry to hear that. There's no instructions in english, but I can give a brief summary to hopefully help you enjoy the game more. You can draw a line on the grid by pressing A and using the d-pad. The line can only connect to tiles of the same type, and can turn, but can't loop over itself. Press A again to remove the line of tiles. If you're targeting an animal tile, that animal takes 1 damage for each tile removed, minus one. Removing tiles also causes the animals to attack, and you take one damage. Empty tiles don't deal any damage, but can be removed if they're in your way. Each animal has 6 HP, and dealing enough damage to kill it gives you a point, turns all its remaining tiles to empty tiles, and heals you two HP. It's then replaced by a new animal at full HP. The goal is to survive as long as possible.
I hope that helps you enjoy Pahtkest!
This was a fun entry! I'm honestly not very good at normal sokoban, but this had a fun twist on that ruleset. I have only two main complaints that compounded on each other and led to me not finishing the game- first, is that it's really hard to compare snowball sizes. If I'm looking at two static snowballs it's fine, but I had a lot of trouble with things like "If I push this snowball three spaces, will it be bigger than this other snowball? Considering snowball size is such an important part of victory in this game, that really held me back from solving puzzles. The other big issue I had was the lack of an undo system- and I get it. It's kind of a daunting thing to add in a game jam game. But between being unable to tell the exact size of each snowball and having to restart after every mistake, I found it hard to play more than a handful of puzzles. Still I appreciated the twists I did see- the fire was a fun dual-purpose puzzle mechanic, and I think the puzzles were well designed. I think this game has a lot of potential once some of the quality of life issues are fixed!
A really charming entry! The cutscenes and characters were a huge plus for me, and I loved the writing. The gameplay was also interesting. I appreciated how nearly every level introduced some new mechanic or put a spin on an existing one- and there are a *lot* of levels. Maybe too many. Actually, almost certainly too many. That's my main criticism of the game actually- most of the levels feel like the first thing that came to mind- understandable in a game jam, but man, some of them are *really* tedious. The timed maze level where you find out you were supposed to grab the 1 in the maze, not the 3 dummy! Why would you get the 3! The level where you... very... slowly... go... through... spike... ball... hallway. Four times. And the level that finally made me quit, where you have to wait for sets of lasers as you slowly crawl up a long hallway- then back down again, which my frayed patience simply couldn't get through. I'll probably come back to the game when I'm feeling more up to it, but these a lot of these levels felt this way, which was sad, because a lot of the mechanics were super interesting- putting numbers in countdown timers, disjointed solution panels, and panels that modify your character's stats (like the level where you change your speed) were all super interesting concepts, and honestly I'd love to see it explored more. I feel like there's a ton you could do with the idea.