Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

rae

102
Posts
254
Followers
53
Following
A member registered Mar 08, 2022 · View creator page →

Creator of

Recent community posts

i know; sorry! this is a limitation of how the catalog pre-release process works — the link will start working right at 10am pacific, on the day of launch. (i only have it listed now because i know i'll forget to do it later haha)

if its still not working when release time comes, try pulling a hard-refresh in your browser (cmd-shift-R in chrome) to jog the cache. that should fix it!

sorry, i'm not sure! i built the frontend, but the app relies on data from an external service --> https://weatherapi.com. you can check their site for some more info about where they get their data, but it might also just be the result of different sources of data in different apps

sorry, i'm not currently selling this game on itch right now (this page is to host the initial jam version). you can purchase it from playdate catalog using the link at the top of the page — if DRM is a concern, use the Game Support link over there and write in

i've been doing some tinkering with it this morning, and i'm honestly not all too enthused — even city names in the US that worked before in testing are returning "no location found" right now — so i'm hoping it's just a temporary hiccup with the API i'm using?? the wonders of relying on external services 😖

hey! just letting you know that the stable release is available now — here for free, and from catalog at https://play.date/games/cloudburst !

i agree!! there's no support for this on the system level unfortunately, but it would be awesome :3 for the record the app consumes less power than most; and it will auto-sleep after you drop some battery so your playdate still has opportunity to scout for updates 

the app hooks up to https://www.weatherapi.com/ — i'm not sure where specifically their data comes from, but they say it's "provided in partnership with several data providers, government and metreological agencies"

hmmm, i don't think auto/manual time would make a difference ... that is supremely weird that the *screen* is updating, but not the *clock*. those logics should be tied together?! i'll take a look when i can!

it shooouuuuld! this is most likely a me thing; i'll look into it. by interaction, do you mean something like opening & closing the weather details panel with the crank?

psst, this crash should be fixed in v1.0.0b4! let me know if you have any more problems with it

hey, these crashes should hopefully be fixed in the latest version (v1.0.0b4)! let me know if you're having any problems.

so this is a funny thing — the old API i was using could actually return multiple possible results for a given query, so i did actually have a completely functional flow for choosing from among a list. this new API. however, will unfortunately only return a single entry; whatever it thinks is the closest match. it's nice because it accounts for fuzzy entries a lot better, but yeah if you're trying to find a specific place it takes some fiddling with the input. does it work if you try inputting something like "[city name] UK", or maybe a postal code? i know ZIPs work if you're based in the US, but i'm not sure how the API functions otherwise...

this is a weird thing that's only happening to like some people; i think it might be an issue with the firmware (headers being included in the response when they shouldn't be)? i'll look into it and figure out how to fix it as soon as i can.

for the record, if you re-launch the app after changing your location, it should reflect your new entry anyhoo — from what i've seen, that does get a chance to get saved to disk before this crash.

thanks for reporting and i'm happy you're enjoying the app!

i don't have a devlog just yet, but i've got an idea in my head: a story/endless rhythmic bop-it where you're repairing broken beat-boxing robots in a factory. we'll see how far i get?!

no problem! by the time it releases in catalog, the OS version with networking capabilities should be available for everyone

thanks! :3

hi! the app is approved for catalog and will release at a currently-undetermined date in the future; i think i'm going to time the final v1.0.0 release to happen then.

it'll launch on catalog for $5. the stable version will also release here on itch, for free; and there oughta be minimal difference between the two (maybe a nebulous "just-for-fun" leaderboard, at best? nothing that matters) 

happy to hear you're enjoying it! if there's any other data you'd like to see, let me know — i have access to a surprising amount of stuff with this API, so i can see what's available :)

super creative and in-depth! i feel like i could get really lost in this game. it was a bit cryptic trying to figure out what i was affecting off the bat, but now that i'm getting the hang of it i'm excited to dive further into this world and see what it has in store for me 🌘

super fun to navigate and strategize in this game! i feel like a pro gamer by curving the world around after i fire a laser to change its trajectory 😆 if you do wind up implementing more difficulty levels, one appreciated change would probably be to make the cap on lasers a bit tighter? i appreciate that the infrastructure is there to begin with, but 10 feels like enough to where i can still mash the button with reasonable results.  love the look of this big chunky moon!

love this idea!! it's impressive that you managed to do this in pulp as well — pulp is one of those things that i've been meaning to figure out for a while but haven't really had the time. very fun collection of games, i like the frantic microgame element (warioware is like one of my favorite genres)

fun concept! simple idea, but it's executed well — definitely one of those ideas that makes me feel real cocky like "psh how can anyone lose at this?" before i instantly get humbled like 3 points in 😆 for an extra challenge, try predicting where the moon's gonna land next as soon as it bounces into the air!

a little tricky to figure out what i'm supposed to be doing right now, but the physics are super fun to play around with! i especially like traversing straight into the center of the moon and seeing how far away i can launch myself LOL. having a friend-sourced moon photo is also super cool to me hahah

super good physics! the itsy bitsy card is really funny to me. the shooting controls feel very responsive, and i like the addition of being able to move laterally with the D-pad — really helps to line up a shot better compared to something like "getting over it" where you're relying purely on the main Physics Thing™ to perform any travel. unfortunately i did run into some pretty major issues in play like others — i had paused the game, and after that the game screen didn't seen to wanna update during play at all, even across multiple launches. would love to see this patched in a post-jam version so i can see what lies on the moon!

i loved this one!! just when i thought i'd seen everything, it turns out there was a whole nother side of the moon that i hadn't even explored yet. i love all the character references (xkcd!!), and it was such a fun world to explore. the addition of a save system is also awesome, let alone in a pulp game!

very neat concept! genuine exclamations of fear out of me as the enemies kept finding their way over to me hahah. i think the execution could use a little bit of polish (it took starting the game to even realize what i was playing!) but i don't wanna stress that too hard considering the length of the jam. i hope you take this idea further after voting ends!

any game with a "lively crickets" setting is an A+ in my book
i am too much of a hoppy coward to be able to reach the moon just yet 🥲 the game looks great, and the addition of an aim guide is super appreciated! i know it'd probably be total easy baby town difficulty but i'd appreciate a way to keep that enabled consistently hahah. super chill time, and great use of the crank

super cool game, and i love the isometric visual style! feels great to pick up momentum and score the cheesent before it melts away. i would echo what others were saying about having some more degrees to the rotation, and i also wouldn't be mad if the collision boundaries for certain obstacles were tightened up a bit (for example, grazing a rock from its side would bring me to a complete stop as if i'd ran straight into it, and that kind of situation was hard to get out of). this game is super cute and charming, i'd love to see you keep working on this and other playdate games — my TOP TOP SCORII is 06:17!!

man i love this one! feels incredibly polished, and the gameplay is such a great "easy to learn, hard to master" idea. i just hope the scientists up at NASA are any better at diverting asteroids than i am 😅
if i had to gripe about one thing, it's a little tough to see the thin text and some of the smaller asteroids? if i'm distracted by some other stuff i may not even notice a new teensy asteroid coming through on the other side. overall this game feels great! my current high score is 19 ☄️

a really charming idea, super fun and incredibly polished! like some others i am definitely not used to this type of platformer yet hahah, but the controls feel great and i'm excited to practice and progress through even farther. this feels incredibly feature packed, especially considering the weekend time limit — having multiple named save slots is a super nice bonus!

super cool concept!! the aspect of needing to keep your plants watered to produce more currency is a nice active spin on the idle concept. super technically impressive, i've got no clue how you pulled off the real-time zoom but it looks really good on the playdate screen

damnnn this is fun!! i'm not that great at it, but this game really feels like something that can be mastered with practice. i like the vibe that comes with starting immediately to the game. the controls feel really solid; we need more games that use only the crank — i also like the element of not being completely in control to start, but being able to hone your skills and gain a gut feeling of how to maneuver over time. my current best is a meager 1348!

super cute game! fun and very intuitive, i got the hang of it pretty quickly (though at the very start i was wondering if i needed to pluck the produce myself LOL) — starts a bit easy but i like that the difficulty seems to ramp up as you play more!

(2 edits)

thank you!! great news: there are more tricks! try tapping or holding various D-pad directions as you spin the crank :)
i've definitely heard a couple complaints about the camera spinning — for this new version i can try adding a mode that disables it! then i'd need to spin the player ... hahah

thank you! i really am so stunned i managed to get it working this fast — tengu and freds and especially 2Darray were super duper tremendous helps in figuring out all the wicked stuff that went into calculating perspective and position of objects on a 3D plane. if i didn't have them i would have been ultra-screwed LOL

thank you! glad you enjoyed it ❤️

thank you for your kind words! yea i am pretty bummed that the save data turned out not to work — i think i got a bit overzealous juggling data between different scenes, and something just got lost along the way. if i have the opportunity to come back to this i'll definitely patch that up!

absolutely, the crater/object placement is genuine random generation right now and i'm not quite happy with its output in hindsight; i'll definitely look into something a bit more involved for a future version

oooh yea that would be a super good thing to add! maybe a brief "cooldown" between tricks as you perform them, and if you land too close to one then you wipe out for a brief moment. that would be a fun add for sure. glad you enjoyed it!

(1 edit)

i'll write up a manual or something in a little bit — in short, spin the crank and fiddle with the D-pad to do good tricks!! 

edit: here's a manual! https://rae.wtf/blog/mission-lunatrix-manual