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

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I’m not sure what you’re on about

FWIW, TL;DR: The jam countdown was longer than 48 hours (went from “2023-07-21 10:00:00 UTC” to “2023-07-23 15:00:00 UTC”), i.e. 53 hours.

I assumed the duration being longer than 48 hours was intentional and thus confused the jam with a different jam which does have a longer duration intentionally for the reasons originally described.

Thanks for running the jam, the assets & your other contributions to the community. :)

Thanks for playing the game & sharing your experience. :)

Indeed the original plan was to include more stuff to do but time ran out before it could be added.

Thanks & hope you had a good jam!

Ah, yes, it’s a simulation of my life in that way. :D

Thanks for trying it out anyway.

Thanks for trying out the game and taking the time to write some constructive feedback. :)

You are very correct that I needed to incorporate more instructions. I kinda ran out of steam post jam to have the energy to add instructions/context to the game page–especially since (as tends to happen) the game didn’t quite get to the state I’d have liked before submission.

A couple of days ago I added some more instructions & back-story to the page in the (unlikely :D ) event that anyone visits the page post-jam.

The overall goal was an ongoing idle/clicker/simulation scenario with ability to gain buffs etc & purchase items with different stats etc but TVs were the only thing that got wired up. :)

Thanks again for trying it out!

Mis disculpas. :)

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It should but I am curious about the specifics because I’m in NZ & and when I first viewed the countdown about 30 minutes after the theme announcement the value was something like “2 days 4 hours”.

And I have encountered/observed time-zone/countdown-related oddities on other occasions.

Oh, actually, looking again, I see “Submissions open from July 21st 2023 at 10:00 PM to July 24th 2023 at 3:00 AM” which is clearly more than 48 hours.

Re-reading the Rules/FAQ, in answer to “1 ‧ How long does the jam take?” it states “48-hours, you’ll have to develop and submit within the date and time listed above.”

But I seem to recall in other years the rules more explicitly stated/clarified that the countdown period is longer than 48 hours but “your own” countdown is 48 hours from when you start–but regardless of when you start, your submission has to be made by the global site countdown deadline (which is shown as your local time on the page or in UTC when shown within the hover tooltip).

I also seem to recall this was done to make the potential “Jam Start Time” (& related end time) more convenient for some time-zones (e.g. in terms of what day of the week & what time of day it falls on).

While I kinda understand the motivation for doing things this way, I do find it gets kinda confusing–especially when most jams have a single global 48-hour long, 48-hour countdown and it’s easy to not notice the Kenney Jam countdown doesn’t work the same way (AIUI).

Main thing is, I guess: Don’t accidentally submit a project that you’ve actually worked more than 48 hours on! (Due to mistakenly thinking the Jam Countdown is Your Countdown but you started immediately when the Jam Countdown started.)

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Thanks for trying out Dr. McCaw’s Side Show!

We’re hoping that the corn-based snacks demographic will be a growth player segment for us, so we look forward to you being the first of many such players. :D (No pressure!)

And, you can be assured, you did the thing! Existential ambiguity is big in games right now, so being “Not exactly sure what I’m supposed to do” is the new “Cosy” vibe. (Also, turns out physics in the browser may have different results than on desktop–admittedly not that different but, still, who knew?)

Oh, and, those b-i-e windows which you might quite logically assume aren’t supposed to be there, are, in reality, actually part of an intentional aesthetic I’ve apparently been cultivating, perhaps. :)

Thanks again for playing & leaving your feedback–I appreciate you taking the time to do so!

Can confirm it’s not displaying for me either. :/

Top of page says “The developer has not uploaded a Hungry Bunny yet…”.

As FYI the browser version didn’t work for me either.

No specific error message.

This was with a “recent” Firefox version on Linux.

FWIW other Unity-based browser games from this jam have played okay.

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“10% of the original vision”?! “overscoped”?!

Now you’re speaking my language! How could I not try this based on the cover image alone? Very effective marketing. :)

I’m pretty unacquainted with the microgame “genre” but these games certainly seemed micro. Got bit confused with a couple but that seems to go with territory. :)

Carrot stabbing was probably my favourite. This choice probably speaks volumes about me.

If I’m honest I’d probably rather not have had the (I assume Rickroll or similar) pop-up that my browser caught at the end but, you know, artistic vision and all that, I guess.

I am now an expert on microgames, thanks! :)

Edited to add: “on a chromebook”?! I admire your dedication to the craft. :)

I did not anticipate this would be the way I “returned to the cinema”! :D

Yours is the first game I’ve played in this jam & it was a nice little production. :)

The concept was appealing with a strong connection to the theme & the intro cut scene with actual credits was a nice touch.

My first impression when starting to play was that it was a little difficult to see my character on screen due to a lack of contrast against the floor.

I then proceeded to wander around the theatre wondering why the “E” button didn’t seem to do anything when standing next to trash…

…after wandering back to the starting area I finally noticed that I wasn’t the only thing difficult to see against the accurately represented corporate theatre carpet–designed to hide everything: I had completely missed seeing there was a trash bin & mop to pick up! :D

(You might want to add a note in the instructions in case other people miss the items too.)

Now properly equipped, I was able to complete my tasks after some persistence with some stubborn popcorn under the seat arms. :)

I enjoyed the little details such as the light shining through the theatre doors & shadows it created.

A well scoped & cozy entry, I enjoyed playing. :)

Update: Turns out I did get the “revised” concept partially implemented before the deadline after all. :) Is it “more compelling”? Good question! :)

Thanks for your interest in playing Solar Plexus! :)

[Update: Oh, actually, directly opening this URL might be quickest way to make it work: ]

A workaround may be to right-click on the section of the page showing the error message and choose to open the frame in a new tab. (Exact menu option will depend on your browser.)

Alternatively, it may be necessary to use a more recent browser version. (I’ve encountered this error previously when using an older version of Firefox.)

As I understand it, the error message is related to a change in how browsers/servers support embedding games in a web page. This is why either “un-embedding” the game or upgrading the browser should hopefully workaround/solve the issue.

Sorry for the delay in reply. Brains. :/

Cool concept. :)

I’m far[0] too young to be able to comment on the historical accuracy of the creations though. :D

[0] Okay, fine, “slightly”.

FWIW for jams I generally try to create a project page & upload a “safety” upload at least a day ahead of the deadline. (It’s a good way to ensure you can export+upload+submit+play/download & is a lot less stressful time frame to troubleshoot if you can’t. :) )

And, yes, when you upload an updated version the new version should be available for download or (after you enable it the new upload) for in-browser play. You’ll probably want to hide your older uploads via the game page in your dashboard.

I normally add a note to the project page that current version is a “Work In Progress” version or similar.

I generally hide the project page from “Search & Browse” until I upload the final version though, so non-Jam people don’t find the WIP version.

> 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.