Great tunes! Thanks for the offer of doing the music for this game, but there is already somebody working on it. Maybe we can work together on a different game in the future though!
Hyperlink Your Heart
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I think I've figured it out - I think it is because 32 bit applications are not supported by default in Elementary. It's probably the same in Ubuntu but I think I added all the 32-bit libraries because I needed them for something, so that is why it is working for me.
I will try to do a 64-bit build for you and hopefully that will work!
It could be I suppose, I don't know how Elementary differs from Ubuntu. It's interesting that the itch app also has the same problem, and it does hint at a problem at the OS level. My googling turned up a thread about somebody trying to run another application on Elementary and having the same problem, even though the files were definitely there in that case as well: https://forum.teamspeak.com/threads/109455-Elementary-OS-bash-ts3client_linux_x8...
Unfortunately that was unresolved, and I haven't seen anything else that might explain what's going on. I will see if I can install Elementary in a virtual machine and reproduce the problem.
I assume you have not had this issue with other games?
Are both the files from the zip archive present in that directory? There should be a .pck file as well as the .x86 file.
However, the message you're getting is more like the .x86 file is not actually there. For example for me (on Ubuntu) I get the English equivalent of that message if I remove the .x86 file:
bash: ./Guerrilla Gardening 0.5.x86: No such file or directory
But if the .pck file is missing I get:
Error: Could not load game path '.'.
All I can suggest right now is to try unzipping the archive again and make sure both files are present.
I guess you can disqualify any entries that don't follow your rules, but I don't think that a requirement to release your source code to comply with the rules of a jam would legally compel you to do so. A requirement to allow your content to be hosted on some site would seem to me to be a different prospect altogether - are you asking people to sign over distribution rights for their game to you in perpetuity? That kind of stuff is usually spelled out in more detail (e.g. the itch.io terms), and if you're expecting to hold people to a contract based on them entering your jam, you should probably do the same.
Wow, that's compelling. I got all but one, and I appreciated the ability to skip it! Great gameplay and colour choices - it's very rewarding when the pattern suddenly goes white! All it needs is some nice calm music and a sound for when you get the pattern synchronised. Maybe that is not important for this jam, but I am just a passer by so I feel like I can say it :P
That's a really great arcade experience. The sound and graphical effects enhance it a lot, but the gameplay stands pretty well on its own. The burst powerup was very satisfying, but it could have used a wider variety of powerups and weapons I think.
I might have liked independent movement and aiming controls - I tried the desktop version with an XBox 360 controller to see if that was how it was implemented, but it did not work at all. The desktop (MacOS) version also ran really poorly for me - not sure what that is about as the web version was just fine.
Overall a very juicy and fun game
Oh, peertube! Here's my peertube account if you're interested, just one video so far because I had to move from an instance with a really small upload limit: https://peertube.social/accounts/hyperlinkyourheart/videos
Thanks for playing!
This game is my favourite entry that I have played so far in the Alakajam game jam. It is about trying to slack off at work by playing solitaire, while also not letting your mindless paperwork get on top of you. Also for some reason the better you are at solitaire, the more you get paid. I think it really captures the mood of doing a boring office job well, without being boring itself!
Maybe offworld? I would be interested in more answers to this question as well because I have lots of ideas for short narrative games. By way of research I went looking for press coverage of one of Angela He's games, You Left Me, which was on the front page here for a long time, so I thought it might have had some coverage. All I found was an article in PC Gamer, so maybe you shouldn't rule anything out. On the other hand, it seems likely to me that there are sites out there focusing on these types of games.
Using images as section headers is cool, but yours might be nicer if they weren't blocks of wall. Like maybe you could do pieces of wood bookended by those torches or something?
The wall pattern is cool as a background though, I like that.
Thanks for playing! Sorry you felt the ending was a bit of an anti-climax, but I appreciate the feedback. FWIW I thought it was pretty strongly implied that the farmer killed himself, but I guess it wasn't as clear as I thought...
Dirt is a short narrative game about an ecological and personal catastrophe. I put it together over the last couple of days for Alakajam.
- Completely linear narrative - no pesky anxiety inducing choices!
- Heartbreaking story about descending into destitution and despair! Yay!
- Droning, discordant chiptune/industrial/noise soundtrack!
- 10 minutes of gameplay! What, you don't have 10 minutes?
Have a play of it here if that sounds like your idea of a good time.
Oops, I missed this last week! I played the game today and really enjoyed it, though there are a few problems of varying severity. I think the best way for me to explain might be in bullet point form! Tbh this kind of game is not really one I give a lot of thought to the design of, so my suggestions might be way off.
- The MacOS build doesn't appear to be packaged correctly. It is a zip file containing the contents of an application package. However, you can run the main executable and it works fine, just a bit weird.
- There is no scaling applied, or obvious way to resize the game. This means I'm squinting at a tiny box in the centre of my screen.
- In the introductory battle some of the sprites were flickering and stuff, and sometimes disappearing altogether depending on where the camera was focused. This didn't seem to occur in subsequent battles.
- The main problem in my mind is that there is really no challenge or strategy involved in the map/world view - you can just keep clicking and waiting until you've built everything up to the max, have money pouring in each turn and a full roster of level 5 soldiers, then steamroll over the next territory. The last battle was laughably easy for me. Having some threat of attack, needing to keep territories defended, something more required for upgrades than just money and clicking, those sorts of things, might round out this side of the game.
- The battle arenas were a bit small, and nothing about them really added much, tactically. Only the first one was larger than a single screen. Having a lead in to battles, multiple smaller engagements, chokepoints to defend or attack, things like that might add some depth.
What I Liked
- I really liked the way the attacking worked, requiring some degree of skill on the player's part to determine damage/crits rather than just using an RNG, I thought it made it more engaging.
- I thought the counterattacking, and the way it suggested which types of units to use for what, was really cool.
- The story was really great, and the way the dialogues were presented, with the target of a line of dialogue semi transparent, was really good.
- The art was really good, both the main game art and the full size character art for the dialogues.
- The music was really great, although the battle music felt a little bit repetitive after a while. A transition to some victory music would be a nice addition, it feels a bit anti-climactic at the moment to win and have the battle music just keep going.
Overall I really enjoyed this game and I hope the overarching strategy side of it in particular gets fleshed out a little more.