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A member registered Nov 21, 2018 · View creator page →

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> both of them have to have a player logged in to work with their servers,

Just FYI: Epic Online Services doesn't require a player to have an account nor be logged in, in order to use multiplayer features in a game.

I've used EOS online/multiplayer features in a number of my game jam Godot games including &

This makes use of the "Device ID" feature of EOS:

The lack of a player login requirement was one of a number of factors that attracted me to EOS in the first place.

Also, FWIW, I noticed that a recent SDK release apparently supports cross-play with Steam account holders which is interesting:

That said, I'd still warn you that (especially for Game Jams) in comparison with a browser based game it's very difficult to get people to go through the effort of downloading an executable in order to try a game & then wait around in the hope that someone else will join.

While I wasn't able to fit in working on an entry for the jam, I just wanted to express my appreciation to you for putting in the effort of running a pacifist themed jam.

It may be a small gesture but I do think that encouraging people to think of creating games that avoid glorifying violence & combat is a positive & meaningful gesture in today's world.

Thanks. <3

FYI: In the jam submission list, your entry doesn't have an image--this is because itch doesn't automatically use the 1st screen shot as a thumbnail.

If you add the screen shot again as a "cover image" it should appear in the submission list.

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As a community service, I volunteer to start the thread about asking for a late submission URL. :)

I assume the penance is providing a topical joke, which I provide forthwith:

Why is WASM always late?
Because it don't got no `std::time::Instant`.

Wasmatter, not funny?

Okay, so, I do actually have Linux & Windows downloads available but as jammers know only in-browser get the views. :) 

Edit: P.S. Either way, thanks for organizing the jam, it's great to have a Rust-specific event for multiple reasons--and, despite the last minute hitches & hours spent on frame jitter debugging, I did manage to achieve some of my "new things" goals for this jam: Blender/GLTF-based level creation; theoretically user-creatable playable levels; more sophisticated lighting; CI binary builds; and, prototyped others, such as procedural level geometry via Blender Geometry Nodes. <3

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I didn't have the 36 seconds required to copy/paste the source URL, so here it is:

It's dual Apache/MIT licensed.

Oh, and I "used" the "pet" modifier, I guess? The player character has a pet dog, I swear... :D

The debrief for this will be a *doozy*...

Edit: A working WASM build does now exist but unfortunately I can't upload it until after the voting now.

Oh, yeah, the game as it exists in my mind is amazing... :D

The game as it exists in reality is... a little less featureful. :)

Thanks for taking the time to play the game & being sympathetic to the challenges of scoping for 48 hour game jams. Had to make some tough decisions on what was going to make it in as the deadline fast approached!

It's good to know the description was suitably compelling but perhaps I need to add some footnotes about the actual state of things. :)

So, yeah, as it exists currently, there's no actual progression possible, so, if you managed to figure out how to change from one video source to another with a transition of your choice, consider yourself a winner! :)

Thanks again for playing & leaving your comment!

Hey, it's really cool to read Jam project retrospectives like this, thanks for taking the time to write & share it.

Also, I recognize that sharing about the "human" aspects of the development process requires personal vulnerability, so wanted to acknowledge your willingness to be authentic in that way & express my appreciation.  I think it positively contributes to making the community more inclusive & helps others view their own humanity in a more healthy way.


Played around with this longer than anticipated so probably a good sign. :D

Some more documentation would definitely help but recognize that all takes time. :)

A really nicely put together tool!

The use of a "ring buffer" to display the generated names was a really nice way of balancing the ability to look at previous generated names while not being potentially overwhelming like a list box of the complete history might be.

I could also see this tool potentially being useful for designers/developers too when creating mock-ups or documentation. Could be cool to have an option to render the names into pre-made "chat message", "game lobby" and/or "social media" template images too.

FROSTCHEF signing off! :D

A nicely presented & scoped tool.

Functionality wise I think the only thing I missed was the ability to go to the previous value if I clicked to randomize again a little too quickly. :D

I liked how the tool name still changes when all the other fields are locked in. :)

Rock generated as advertised.

Blender import Rock.

Blender render Rock.

Rock happy.


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Together your tool & my tool[0] can take over the world:

Ah, yes, here's a clip of that Foucault quote:

[0] Disclosure: I did not, in fact, use my tool to create these clips--I just used Larynx's built-in web UI--but I totally could have used my tool. :D

Salut les cyclistes glauques rêvant de troncs à raboter!

This project made me dragaŋ[0] as I made my merry way to Beaupont today, for which I'm grateful.

I believe it was Foucault who once said, "Pour réagir face à cette rigueur de l'époque actuelle, je vous demande d'expérimenter la simultanéité des décisions réalisables, avec beaucoup de recul."

Which is something I think we could all do today.


[0] dragaŋ: to sing; to produce harmonious sounds with one's voice

Yeah, I've noticed that phenomenon as a general trend in Jams, which is also understandable given browser use is a significantly lower barrier to trying out a project.

I ended up adding a browser-based demo of the speech/audio produced by my tool in an attempt to at least demonstrate the kind of output possible. (Not that it had an impact AFAICT but I at least had fun creating the demo. :D )

If my tool didn't require another tool (speech synthesis system) in order to function at all, I probably would've tried to create at least minimal/cutdown support for browser use/demo.

Cool to see a tool focused (haha!) on helping those who struggle with executive dysfunction.

I appreciate the restraint & sensitivity with which you both describe the purpose of the tool and its potential (or not) to be helpful for any particular individual.

In terms of trying out how it worked I liked how the placeholder text was used when not replaced rather than e.g. giving an error.

You've managed to scope the project well for the jam & it feels quite cohesive in its design.

Just as an FYI: as packaged this seems to require a relatively recent Linux distro version.

AFAICT it won't work on Ubuntu LTS release 20.04 or 18.04 due to (at least) requiring glibc 2.33.

For widest compatibility targeting LTS 16.04 is often recommended and LTS 18.04 is still officially supported but most CI systems seem to default to LTS 20.04 these days.

Of course, Wine ran the Windows EXE quite happily which pretty much says everything there is to be said about the state of Linux + Python app packaging/distribution these days! :D

Dig the graphical aesthetic!

Spent a few minutes playing around with this tool. :)

Procedural music is a topic that's of particular interest to me so nice to see people submitting tools like this to the jam.

This seems like a solid feature base to build on & potentially extend in terms of patterns/structure etc in future.

I think the choices you made around limiting the initial "knobs" for adjustment to "Mood", "BPM" & "Randomize All" were good in terms of making the tool relatively accessible initially to people without too much music knowledge. While also providing room for others to experiment at a lower level.

What process are you using to generating the music notes/chords used?

Thanks for sharing your project.

Always cool to see people experimenting with procedural music generation.

I like that you focused on a specific category of music by choosing to only generate stings. That seems wise both in terms of scope for a jam & the amount of output that needs to be generated in order to be potentially useful.

The best outcomes I generated seemed to be with the piano & overlapping notes enabled.

(BTW I recently discovered this person who has some interesting videos about how they go about generating their procedural music which might be of interest:

Thanks for sharing your work!

As someone interested in both procedural generation & improving the inclusivity/diversity of my creative work it was cool to see your entry to the jam.

I've learned (thanks to projects such as that things like choice of character names has an impact on how welcoming a game or community can feel, so appreciate you creating a tool that can help game developers improve that area of their games through a more diverse range of names.

One issue I experienced as someone who isn't a member of the ADOS community was that I felt like I didn't really have a way to evaluate/better understand the names generated (well, outside of googling which wasn't entirely successful) in order to inform potential use. e.g. what process & data is used to generate the names. I did notice the Android app page gave a little more context though.

Did you consider creating a Web/HTML5/WASM export of your tool? Godot (nice btw :) ) makes it pretty easy to create one and I've found that a browser version definitely helps to get people to try out a project--especially for jams!

Thanks for sharing your work!

In a transparent attempt to increase the odds of getting ratings promote Free/Open Text To Speech options for indie creatives, I've now added a browser-based demo of generated speech for you to listen to and hear the quality--complete with narrative!

I did not expect to be a plate of vegetables today! :D

If one of the goals of games is to entertain, this game certainly delivered entertainment & had me laugh out loud on more than one occasion.

Your provision of the "alt" buttons (which I initially forgot about but was glad I went back to view once reminded while re-reading your game page) and particularly the vegetables eating person turn-about shows a good sense of the comedic.

With a limited tool set you've created some quite satisfying animations--particularly the trash can ones seem to have a really nice sense of motion to the characters.

I appreciated your attention to detail when specifying that the Linux binaries weren't ARM/Pi compatible.

Perhaps the second most opinionated plate of vegetables I've ever seen outside of the one featured in the 1994 JRPG 野菜シミュレーター.

Thanks for sharing your game!

This is a nicely scoped entry with puzzles that are "just challenging enough", levels that have a reasonable step-up in complexity & that wrapped up just around the point where I felt about ready to stop playing. :)

You've made good use of the limited colour palette to give the game a coherent look with effective use of the more vivid colour.

It's often challenging to create an engaging game when still learning the tool set, so you did very well to do so while learning both Godot & Linux--nice work.

Hope the lack of studying didn't have too much of a negative impact on your finals! :)

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Congratulations on making your first game *and* submitting to a jam. :)

The concept you came up with struck me as quite innovative and interesting. One aspect I enjoyed while playing was that it can be approached both as a more passive "toy" where you spend most of your time observing the interactions or you can be more proactive in your interactions with the game world by adding shapes or dragging things around.

It was fun to spot the different "creatures" that formed as a result of the shapes joining and the experience reminds me a bit of looking for shapes in clouds. :)

When I started playing I did find it a bit confusing to understand how the different game mechanics worked so it would probably be helpful to document a little more the game play process. (e.g. click here to choose the tool to drag/sell/add shape then click a shape to do X etc; this UI element shows you Y information etc.) But I'm also aware that documenting things clearly takes time! :)

I also wasn't 100% sure whether the shapes joining or not had any determining factor other than chance?

The novelty of the concept led me to think of some interesting variants/spin-offs it could be fun to try if you were to extend the game:

  •  A "dark mode" where the background is dark & the shapes are pulsating luminous neon colours that leave trails behind them as they move.
  •  A way to "design" the interface on each side of the shape to make it more or less likely that any particular shapes join together when they collide.

Thanks for sharing your game, it was fun spending some time playing with it. :)

Edit: Oh, also, I meant to say: nice work on making an AppImage for your entry--I'm of the opinion that AppImages are probably the best way to distribute software for Linux that actually works. :)

As a IRL pinball fan yours was the first jam entry I played, so your game thumbnail did a good job. :)

Had fun playing a few rounds & the multi-flipper design gave the table interest and variety. I'm also happy to report that one-person-per-flipper-side "couch" co-op mode works too! :D

Saw your Twitter posts about the space invader blend animations & the "pixel art"/video game colour/animation style of the invaders & penguins is a cool aesthetic.

I think the number of leading zeroes in the score might be a little optimistic in relation to my skill level but at least I know there's room for improvement in my skill! :D

Thanks for sharing your game!

I'm not a mentor but here's some free game jam advice*: :)

Make a "safety fallback" export of your game & upload it now!

Yes, I know your game is completely unfinished.

Yes, I know your game is buggy.

Yes, I know there's more than a day before the deadline & you've got "plenty of time" to do it tomorrow.

Make a "safety fallback" export of your game & upload it now!

Yes, it seems ridiculous to upload your current version.

Yes, it seems mortifying that someone might see the current state.

Yes, it seems this third sentence is just filler for symmetry but...

Make a "safety fallback" export of your game & upload it now!

And then...

Download & test your upload on a different computer/OS version than the one you developed on.

Done that? Okay, now you can return to polishing or bug-fixing or finally picking a font & implementing your primary game loop. :D

Oh, and, then, do the same thing again tomorrow! Yes, I know there's more than 12 hours before deadline...

*Lesson first learned the hard way during 48 hour film-making competitions
& I hope that this advice can help at least one person (maybe me? :) ) avoid
an unpleasant export/upload surprise with only 24 minutes to fix and instead
have a luxurious 24 hours or more.

Thanks for playing Screwing Around & detailing your play experience, I appreciate it! :)

Should the game eventually get a full release I will attempt to commemorate your achievement with the "Dismantled Ten Pieces, Got Nothing! 'Intonaco' Memorial Award" in-game achievement as compensation for, well... getting nothing in return for your efforts this time around. :D

Unfortunately as you discovered I didn't manage to implement the progression system before the deadline so all the content is unlocked from the beginning of the game. I realize this does not make compelling game play. :)

Thanks again for playing & for not giving up after nine pieces!

Thanks for playing Screwing Around & sharing your thoughts & feedback!

I'd say "oddly satisfying" is definitely an accolade I'd like one of my games to achieve some day, even if today is not that day. :)

Perhaps I was hampered by the amount of time during the week I spent clicking screws due to the oddly satisfying nature of doing so. :D

And, yeah, unfortunately I didn't get the progression side of things implemented before submission, so everything is "unlocked" from the beginning, which reduces the level of challenge...somewhat :)

The primary plan was to be able to unlock the different screw types as you progressed and then there was a whole world of potential ideas after that...such as training your pet octopus how to unscrew screws. :D

Spoiler alert: Apparently training a pet octopus takes longer than a week.

Really pleased that you think the basic game feel is good, as it did feel that way to me too, so I'm glad I wasn't just imagining it. :) And it's definitely not something I regularly achieve with my game jam entries!

Thanks again for taking the time to play & comment.

Thanks for taking time to play Screwing Around and share your game play experience!

Unfortunately sound was one of the many things on my to do list for the game that didn't get done. :)

Aside from one game where the goal was to create music I don't think any of my game jam entries have had sound! :D I guess I see good sound design as a whole nutha challenge on top of creating a compelling game, so have tended to not to prioritize it.

I do understand how that absence can lead to an "empty" game feel though.

Do you have any recommendations on how to approach sound in a game jam context or examples of games where you feel it's been done well?

As to fun, unfortunately that got left on the to do list too. :D

Essentially the game as it exists currently has everything "unlocked" and I didn't manage to get the progression system (that would hide everything away & drip feed it) implemented before deadline.

Anyway, appreciate you taking the time to play & comment even though the game won't be making it to the top of your game of the year list any time soon! :)

Nicely done. :)

You were able to imbue the game with a real sense of personality from the name, through the art style & into the messages & item descriptions.

And, to answer your question: I opened up the browser developer console and it was just there. :D

A real cute creation for the jam. Thanks for sharing. :)

Thanks for taking the time to comment, I appreciate your kind words! :)

Also good to know someone actually read the text dump too! :D

"You haven't voted on this crab yet." :D

Delightful graphics, great pandering to your audience with the player character too. :)

Can definitely see this turning into an engaging little game with good replayability after the addition of some more levels & advantage variants.

Maybe even potential to use the concept as a base for a Bevy tutorial even?

Nice work!

Some super nice artwork for the various Itch title images btw! :o

This game is a really nicely scoped & executed wee package. :)

I only played against myself but really liked the vibe from art & juice (and little touches like what happens when the janitor is hit by a cake :D ).

Couple of pieces of specific feedback, in the hope it's helpful:

  • I noticed while playing (also in other jam games) that it'd be really helpful to keep a small hint/reminder of movement/action keys on-screen. At least until the player has used them consistently. Especially since the action key is not always active & trying to remember/guess what it is when there's no action key active for the player is...challenging. :)
  • FWIW, I think the game screen (or something else large/bright/distinctive) would make a better thumbnail for the cover image rather than current one. Unfortunately, when shrunk down to thumbnail size the current image looks a bit grey & "boring"; in part because at that size & detail it's not clear the image is student lockers. I actually almost missed playing the game due to "judging a game by its thumbnail". :)
  • Also, a game jam + multiplayer specific suggestion based on my own experience/observations from trying to make successful multiplayer jam games: it seems really difficult to get people to try out & rate multiplayer games in jams but I think one thing that can help is to have a basic single player mode that works and then *add* the multiplayer aspect on top as a "drop-in" style ("Press X to join") game play addition. I imagine you could have the cake thrower as an "AI" player & still have a engaging single player experience.

Hoping I might still have a chance to try out two player!

Thanks for sharing. :)

Initially made the mistake of trying to play with a trackpad...which did not go well. :)

Had much more success with a mouse! (Seems like a game that could also work well with a joystick/gamepad controller.)

Really liked the use of the subtle simple square-wave pattern in the background to give the arena some visual interest without creating visual noise.

Found gameplay a bit challenging initially but also had a few rounds of "I'll just try *one* more go" so that speaks well to the game's ability to walk the fine challenging/frustrating balance line.

You got me playing multiple times to try to improve my ranking, so the leader-board was a great addition for replay encouragement.

Got a little confused because I think I thought the brush thumbnail was a thumbnail of the image initially. :D

Also, it turns out I totally squandered my first brush which was nearly entirely square! :o Stopped painting early 'cos I didn't know what percentage coverage was good until after I saw the leader board. :D

Fun little entry, thanks!

I like the concept behind the control mechanic where you "influence" but don't directly control movement. As others have commented it's a little confusing without the feedback of smooth animation though.

Your doggy picture marketing worked on me. :)

Hi! Thanks for running the jam.

Just as a piece of feedback: the only place the apparent requirement for open source code was mentioned was in the submission dialog (not the "rules") which made it rather unexpected.

Thanks for trying out the game & your kind words.

If you wanted to do it lo learn multiplayer I think its a great idea, but of course not many will be able to play.

Yep, at this point there's definitely a trade-off!

One of the reasons I'm developing multiplayer games for jams is to uncover what I can improve with the underlying Epic Online Services for Godot plugin I'm developing--so part of what I'm wanting to do is eventually help other people to learn multiplayer, thus it's a trade-off I'm aware of and willing to make.

Thanks for playing!

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Thanks for trying out the game & taking the time to provide feedback!

I could move out of the grid

I'm sure you'll be as shocked as I was to realise that anyone might intentionally move beyond the visible bounds of playing arena without having those bounds enforced in some manner. Thanks for reporting this issue so I can prevent future situations where someone, such as yourself, might find themselves accidentally traveling beyond the arena bounds. :D

(Yes, a known issue--alas, not one of the ones I've yet fixed in an update--but appreciate the report!)

I think the moving and turning could use a little tweening.

Yeah, definitely agree with you there. On the "To Do" list but alas didn't make it to the top before deadline.

Thanks for playing!

P.S. Hope y'all had a fun time making your Rat Hamster game. :D

Thanks for trying out the game and leaving feedback on your experience, I appreciate it!

I could not get into a group with anyone, so I pretended i was and tried to collect all the tomatoes as fast as i could!

I appreciate your dedication to simulating the full game play experience! :D

 i enjoyed the blazing fast 1 frame per button press action! it's also nice to see another game themed around enjoyed healthy snacks :)

I'll admit I hadn't considered emphasizing those aspects in my marketing, so it's good to learn they can be appealing features. :)

I wonder if we could convince at least a few people to all play at the same time and see what it's like to play with more than one person?

Yeah, I do wonder what the best way might be to achieve that. I had been intending to keep myself logged in where possible so that there would be at least one other player; but the lack of tomato respawn, host migration bug & lack of player join indicator meant that couldn't really happen. (I've uploaded a couple of updated versions to at least improve the situation with the first two issues.)

Thanks again for playing & sharing your thoughts!