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purist

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A member registered Aug 24, 2021 · View creator page →

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If you have a charged shot at the same time that you finish level 21 (because why wouldn't you always have a charged shot ready to release?), the charged shot sound continues to loop forever in the main menu.

  • Level 1: wow this is a surprisingly polished platformer
  • Level 10: is a fantastic difficulty spike. After several attempts I finally finished it with 00.07 remaining on the timer
  • 00.22 on level 13 once I found the "spray and pray" strategy works better than trying to be precise
  • use charged recoil to cross large gaps? I feel like I'm playing a better version of Mega Man now, running around with a charged buster shot waiting for the right moment to release it
  • Level 18: this feels like when the game really begins. Jump, turn around mid air to release a charged shot to both cross a large gap and hit an off screen target. Charge another shot to release it after a well-timed slide to make the vertical distance needed for the next jump
  • Level 19: the desperation sets in, because:
    • charged shots require time to charge--I pressed `R` many times at the first jump after getting a flaccid not-actually-charged shot
    • there seems to be no way in the control scheme to disambiguate "aim down" and "do a slide"--an unintentional slide is a run-killer in Level 19.
  • Level... 21? there's a level 21?
    • If you push `R` on level 21, the cutscene does not play properly, and you are softlocked in the blue room. Luckily using level select from the Escape menu does reset the scene and allow progression.
    • The 20 second timer doesn't seem to be working here, but it was a relief because wow that would have been difficult otherwise

Levels 18 and 19 are my favorites.

I enjoyed the cheese on the first level, and the "player sticks to the side of the platforms" feature makes the cheese easier to execute.

Great level design.

The alphabet-order keyboard unexpectedly increases the difficultly of the "type the word"-defusal. 

I like how the game offers no explanation of what to do, and part of the game is to discover what the rules are for each puzzle by experimentation.

Where can I join the kaiakairos fan club?

Game controller is required. Keyboard/mouse is ignored completely. Sony DualShock 4 is recommended, and is tested on both Linux and Windows. Other controllers may be usable, but will not have correct button/axis mappings.

Wow, I really like the new "Appreciate Ellzzzz' Art" button.

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Wow, this is a cool way to package a game: a self-contained HTML+CSS+Javascript file.

I'm not able to progress beyond "finish getting ready", as there's nothing to click there:

I also poked around in the .html, it seems there exists only "StoryStart", "Clue1", and "Ready1" in tw-storydata. It's also cool that progress appears to be saved in Session Storage.

Is this the "twine" entry that was also shown off at the in-person event on October 26th?

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This submission doesn't appear to have any attachments.

Feels like I need a drawing tablet to click the ghosts faster 

Nice game!

Making the wrong sandwich appears to be a soft-lock. If I stack 3 slices of bread and nobody wants a 3-slice sandwich, how do I discard the sandwich to start over?

It looks like I am able to move in a "square" pattern both clockwise and counterclockwise--or at least the icon suggests I could. How do I pick the not-default direction?

As a psuedo-realtime game, the current control scheme feels clunky. There are certain moves I feel should be legal that I don't understand why I can't move that way.

The mouse picking feels a bit unituitive. It's unclear which tiles I could pick, so I find myself frequently helplessly waving the mouse around until the yellow boxes appear.

I think it would be nice if the "possible tiles you could pick" were highlighted in addition to the current "this is the path you would take if you clicked here" highlighting.

Often a direction icon is shown (particularly the "move in a straight line" icon), but the movement is nevertheless rejected.

I felt completing the first level felt "grindy" mostly due to the clunky control scheme.


I like the tutorial level music.

I played every level:

How does "shoot Botulous with Q, it will slow them" work? I managed to arrive at the goal, but I don't feel like I deserved it.

How do you play this game? I see that I can sell jams to Lilla, but when I buy blueberries and pumpkins for Jane, I'm not certain how to process them. I tried mashing the blueberries in the mortar/pestle, but nothing seems to happen. I'm not sure whether there are other buttons I should be pushing.

What controls does this game use? I found WASD, but after mashing the keyboard I was not able to find a button that allowed me to interact with things that look like they should be interactable (the crow, the candy, etc..).

The game is also quite slow on my Ryzen 5 4500U laptop, roughly 5-10fps.

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All screenshots are Radeon R500 framebuffer captures. The videos are DVI captures of the R500 video output.

Detailed technical commentary is published on the project blog. Complete source code is also published (all graphics-producing code is in the drm directory).

The "pumpkin man" model was drawn by slippyice in his first 3 days of learning how to use Blender.

> Is it a possibility to have it load xm files from the folder in gdemu or something in future
Another game jam entry, https://purist.itch.io/dreamcast-jvm, does work this way, loading Java class files from the iso9660 filesystem. I just didn't bother to implement it for the XM player. Yes, it's definitely possible.

> so close to having a music scene for dreamcast

I think this would be interesting, but perhaps (even despite my own efforts), there's still a lot of work that could be done:

- AICA has hardware volume envelope generators, but the XM musicians I worked with for this jam were timid to use them, because there currently isn't good tooling to simulate them in an artist-friendly way.

- Similarly, AICA also has pitch and amplitude LFOs

- AICA also has a hardware low pass filter.

I think a properly min-maxed collections of sampled instruments for Dreamcast would make very liberal use of all of these features--with good tools, it would allow musicians to greatly reduce the storage requirements (in bytes) for a given desired instrument, while still producing a satisfactory sound.

Even more under-utilized is the AICA DSP, which can produce arbitrary real-time audio effects at "zero cost" to the performance of the rest of the Dreamcast application. Per channel effects could include but are not limited to:

- surround
- reverb
- reflection
- echo/delay
- chorus
- distortion

Etc...

I think to properly unleash the potential of the AICA, one would need to create a complete "DAW" specifically for the AICA, to expose all of these effects in an artist-friendly way.

Many XM features are not supported, and there are several limitations.

There is not really an "intended workflow" at the moment beyond just "build the demo for the game jam submission". Currently, you'd need to rebuild the entire project from source to change which .xm files are included, with minor edits to the source code.

If you have a .xm file you'd like me to try to play with this software, I'd be happy to make a build for you (possibly with spontaneous newly-developed XM features if I notice your .xm file depends on something I didn't implement yet).

Thanks for reviewing!

I feel the AICA is still under-utilized in this demo, and I'd love to see even fancier usages.

I was curious how high you can juice up Excalibur, by stacking level 3 blacksmith and delayed Excalibur upgrades.

Feature request: please implement 3-digit numbers, so I can one-shot the king even harder 😁. My boy would have had over 180 damage if it were allowed.

Unhandled Exception - uncaught exception: { message : "Unable to find any instance for object index '0' name 'SkMailghoul'", longMessage : "Unable to find any instance for object index '0' name 'SkMailghoul'", stacktrace : [ "function _W2("Unable to find any instance for object index '0' name 'SkMailghoul'") ","function(0) ","function _8e1([instance], [instance], 0) ","function gml_Script_EffectTypesAfterDeath([instance], [instance], "head2", "bone") ","function gml_Script_Die([instance], [instance], [unknown]) ","function gml_Script_KillPawns([instance], [instance]) ","function gml_Object_oTurnController_Step_0([instance], [instance]) ","function(769, 0, [instance], [instance]) ","function(769, 0, [instance], [instance]) ","function(769, 0) ","function _yp3() ","function _4p3() ","function _Ao3(746145.8) " ], script : "", line : -1 } in file https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.js?cachebust=1426072972 at line 2207


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Sincerely, I was a bit over-focused on the "qualifiers" and forgot that "theme" also exists. However, I'm not certain whether I would have done much different even with conscious knowledge that theme implementation is slightly preferred.

Both Cai and Shiroiii did excellent work composing everything from scratch within two weeks. Neither of them were particularly familiar with XM authoring tools prior to the jam, and learned during the jam. Cai used a FastTracker 2 clone, and Shiroiii used MilkyTracker.

Both composers mentioned that the most difficult part of their work was in creating the instruments. All instrument sounds were created during the jam as well. A reflection of an AICA hardware limitation, I set a restriction that sample data must be "less than or equal to 65535 bytes in length per sample". This in turn (as a reflection of constraint difficulty) influenced both composers to design mostly non-looping and/or "percussive" instruments, because creating perfect loops of "real" instruments both with a small number of samples and without specialized AICA-specific "DAW" tooling is quite difficult.

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I played the Windows version in Wine on Linux. I also tested the Browser version on Firefox while investigating sound issues.

I spent a solid 5 minutes trying to progress past the first dialog, until I realized I needed to push "E" to advance the dialog. It would be better to indicate this somewhere on-screen.

I couldn't progress past the first area. Then I watched the first few seconds of the walk-through video and realized I didn't read the "I need to bring my umbrella and floatie" dialog. I then restarted the game, because I had previously pushed the floaty into the water while aimlessly walking around. It would be nice if you could get a hint from your friends that you need to move these, as they are unresponsive at this stage.

The pickup radius for shells could be increased. If you are directly on top of a shell, you can't pick it up.

I arrived in dream world: wow this is incredibly detailed.

I looked at the walkthrough to get the "number" puzzle; I would have never solved that myself.

I then solved the leaf puzzle myself.

I discovered what to do with the knife myself.

I discovered how to get the hammer myself, and while trying to put the hammer down discovered what to do with it.

I discovered what to do with the pearl myself

I discovered what to do with the fish myself

I discovered that there are two ways that you can view the fruit puzzle stickers, and I was viewing them the wrong way.

I departed the dream dimension.

The "number" puzzle was the most difficult, by far.

Are those Beach Independence Day fireworks, or is that a coincidence?

Overall: I gave this game my highest average rating between all rating categories, compared to all other games in this Jam.

Fun: I was not having fun to start with, but I warmed up to the game after I started a few puzzles.

90s: the art and general rendering fits, however the realtime shadows and rigid body physics are a bit too fancy for 1990s hardware. I don't think it would affect the game to remove those, and otherwise this would run on Sega Saturn if you wished. It would be a delightful port.

Visuals: throwing the rice to xiebalba was fun. You really made the unshaded art style work well.

Sound: the volume slider appears to have several  bugs. It you change the volume prior to starting the first beach scene, then re-open the menu, the previous volume setting is not shown. The volume setting does not appear to work at all in Dream World.

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I played the Linux version on Linux.

I did not progress past the second level, because I found the jump too difficult, and retrying requires walking the entire level from the beginning. I did retry several times.

Overall: interesting platforming concept. It was not clear how to activate the sand boy mode, but it seems it's a combination of jump and E.

Fun: there's a lot of walking in the second level. Feels a bit unfinished.

90s: I played every other game in this Jam before saying this, but this is actually the least "90s" out of all of the submissions. The art is absolutely beautiful, but it's too fancy for the capabilities of 1990s hardware. I also dislike the screen filter.

Visuals: I'm amazed at how smooth the character animation looks.

I played the Browser version on Firefox.

Overall: very simple game

Fun: I appreciate the effort you put in to this.

90s: I could go either way on this. Certainly it would run on 1990s video game hardware.

Visuals: I liked how the popsicles spin. Where's the ice cream?

Sound: I enjoyed the chill saxophone groove. It looks like this might have been created by a non-jam artist. Were there really no jam composers you could have worked with?

I really liked this game, played all of the levels until I looped back to level 1.

Level 8 is easily the most difficult of all of the levels, due to the precision jump.

What was "stomp" supposed to be used for?

Overall: getting started with the game is a little rough. I appreciate the "H" menu, which I referred to frequently as I started playing the game. It was not explained to me that I needed to move the mouse in order to place sand.

Fun: building sand bridges was quite interesting. I'm sure there are many ways to expand on this concept by adding special per-level restrictions for placing sand, or different types of sand.

90s: this game could absolutely run on a Sega Saturn.

Visuals: the volcano was an interesting and unexpected surprise. The art style was consistent through most of the game. Some of the UI could be polished.

Sound: nice sound effects.

I played the Windows version in Wine on Linux.

I did not read "how to play", and I immediately regretted it. I restarted the game and read.

I found I could not defeat the enemy ninjas, so I ran past them.

Eventually, I fell through the world, and this condition was not detected.

Overall: Fighting games are very difficult to make, and this shows off why that is. The punches and kicks are unsatisfying and are difficult to land. The enemy ninjas feel much more powerful and numerous than you. It looks like a bit of a grind to go through the game, based on the number of enemy ninjas I saw in the first few areas.

Fun: defeated zero ninjas

90s: This might be able to run on certain powerful 90s arcade machines or a Dreamcast

Visuals: It is very clear that a lot of work went in to creating the environments. It's a shame that being able to enjoy the environments is obstructed by the poorly tuned fixed camera system.

I think you should continue to try to make a better fixed camera system. This is more work than manual control, because it of course requires extensive testing, and probably no shortage of deep understanding of quaternion rotation magics in order to execute the way you appear to have wanted this to work.

Sound: I liked the soundtrack--fit the game well.

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I played the browser version in Firefox.

I found it was too difficult to collect the hearts, as the pink dragonfly appears to have more agility than the blue dragonfly.

I like the camera math.

Overall: did not acquire dragonfly girlfriend

Fun: I liked how I can splash the pond water

90s: it appears this is a 320x240 rendering. I don't think Sega Saturn could deal with this game, particularly due to how detailed the background/bushes/grass are. Dreamcast should have no issue rendering this though. I appreciate the lack of screen filter effects.

Visuals: The art direction on this game is absolutely fantastic. I enjoyed the style consistency between the pieces of the scenery.

Sound: I like the synth instruments. The "beep" sound effect could use some volume envelope adjustment to make it a bit more pleasant.

I played this on Linux using the Linux binary.


Overall: cute short game

Fun: the parachute provides an interesting depth to the challenge

90s: This can absolutely run on a real Sega Saturn

Visuals: I appreciate --no-scanlines

Sound: The music loop is a bit short.

I played the Windows "0.2" version on Wine in Linux.


Interesting use of full motion video.

"The Jet Ski is broken" hmm...

The apostrophe in "I'm" is not displayed correctly.

I appreciate the smoke cloud drawing attention to the jet ski.

Can't walk up the stairs without getting stuck.

I was told the rope is behind the house. Is the white thing the rope?

Walked back to my cave looking for a rope, I don't know where the rope is.

Overall: I liked the use of full-motion video. Quite unique for a game jam.

Fun: it was not clear what to do. There's a lot of open space.

90s: This game could run on Dreamcast.

Visuals: I liked it overall, but some things like the house felt out of place and dropped in to place without really matching the rest of the aesthetic.

Sound: wow. Sound designer needs a raise.

I played the Linux version on Linux.


"Incense" is mis-spelled in the shop, but not outside the shop.

I did not realize I did not have my shortsword equipped.

I thought I had potions. How do I use those? --- oh I get it, I have separate dream and non-dream inventories.

I made it to floor 2 with my shortsword.

I made it to floor 3 with my painkillers

I died on floor 4 because my shortsword broke.

I started running past enemies because I felt I was powerless against them. No idea how to get another shortsword.

Game crashed on floor 6. I didn't feel like I was doing anything deliberately non-ordinary to cause this.

ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D()    
    at: get_global_transform (scene/3d/node_3d.cpp:466) 
ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D()
    at: get_global_transform (scene/3d/node_3d.cpp:466) 
ERROR: Condition "!is_inside_world()" is true. Returning: Ref<world3d>()
    at: get_world_3d (scene/3d/node_3d.cpp:892) 
Segmentation fault

Ignoring the crash, I'm convinced I have no idea how to play this game.

Overall: I don't like first-person games, as I get motion sick easily.

Fun: The game would be much better if it contained more built-in explanation of what the rules are, or some other way to better discover the consequences of various actions.

90s: my first 5 star rating. This game could run on a real Sega Saturn.

Visuals: The UI design was interesting, but it could be a bit more polished. It was not easy to see what was being selected in the menus, with just a single pixel wide line being the indicator. Overall, I like the direction with the UI design.

Sound: The volumes were balanced, but I didn't like the sound effects. It actually didn't bother me while playing though.

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I played  the Windows .exe version in Wine on Linux

I enjoyed picking between the boats. I am also relieved I coincidentally did not choose The Barrel for any of the longer trips.

I also liked how the waves had influence on my steering, which I needed to correct for.

Overall: It's a "racing" game, but there's nothing to race against. I think a time trial game needs to be a very well tuned simulation in order justify itself as a time trial.

Fun: The Barrel blew black smoke in my eyes. Interestingly you can drive the boats on land. If you ram into the land at high speed, you can fall through the world.

90s: Too many polygons for real hardware. The shadows appear to be real-time and detailed, which is perhaps too much. I appreciate the absence of "CRT" screen effects.

Visuals: overall I like the art. I think it would be nice to see interpolation on the rudder animation.

Sound: good job on the sound effects and volumes. 

I enjoyed the camera effects/mini-cutscenes.


The screen-space filter was too strong. I think it did not add to enjoyment.

The godot villager doesn't talk to me. I'm guessing I don't have enough godot tokens.

I appreciate that you allow me to go back to the top of the music sheet level by falling off of the world

falling off of the world to collect missed sheet music tokens.

The sound effects are too loud, and are distorted. I don't think that was intentional.

The game ended before I could try to talk to the godot guy again.

I advanced to the credits screen.

Overall: It's a collecting game

Fun: I don't mind not going to the maze a third time to see what the godot guy has to say.

90s: too many polygons for most 90s video game consoles. The fence near the school is a great example of something that could be one quad for the entire fenceline. Rather than use the screen effect, it would have been better for example to just lower the display resolution to 320x240.

Visuals: Extra star for the camera animations

Sound: sound effect volume should be adjusted

Tested KEYBOARD in Wine on Linux:

- installer works, game starts

- mouse/keyboard input appears to be permanently broken if the window loses focus

- mouse movement is completely inverted

- I love the texture/geometry glitches. Is this a custom software renderer?

- once you cross the yellow door, if you kill a guard from behind, the other guard doesn't react to his dead friend on the ground

- a guard got stuck inside a pile of boxes somehow, and can't turn around to shoot me

- it's possible for a guard to get stuck on a stationary scientist. this seems to happen consistently at the start of the first guard room after the second cutscene.

- tactically, it seems easiest to aggro then run behind a corner and wait for them to run up to you within left-click range--feels fun but also a bit cheese as well. They don't seem to shoot at all if they are too close to you? Not sure what's going on. They seem to be trying to path *through* the demon's center of mass.

- it's trivial to launch yourself off the map with fire grenade, lel. The game doesn't react to this condition either. Luckily restart seems to checkpoint you at the most recent cutscene.

- it's possible for guards to get stuck on wall corners

- love the death animation--reminds me of Star Wars the Phantom Menace (1999) (and I'm sure many other games)

- fantastic music