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André Jaenisch

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A member registered Apr 10, 2020 · View creator page →

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Checked the repository out and imported it into Godot v3.5.2. Godot informs me that your project was created with a newer version. Would you mind to share what version you used?

I can run another version in parallel.

There might come a cooperation with https://doubi88.itch.io/fediexpress as a result of this jam. We’ll see.

Looking forward to that. You can ping me here (I have e-mail notifications to notice them) or on https://fedi.jaenis.ch/@andre (I also am the person behind @games if you prefer that one).

This felt a little creepy (I maybe shouldn’t have played it right before going to bed).

But it has the potential to make me grab a pen and a notebook and try out every possible path (I have reached ending 1 and 4). Just to explore what is possible.

I have DOSBox on Linux here but currently no clue how to load the game into it. Would you be so kind to point me to an instruction on how you did it?

Look ma! I can make it rain :)

3D Sokoban!

Love it.

Had to train a little bit to get the timing right.

Nice little game.

The things falling from the sky extend the timer, right?

Yeah, I tried Firefox on Linux. Had to make the downloaded file executable to run it. Worked a little bit better.

What a calm little game.

Thank you for making it.

Love it! Feels like a combination of snake and a management game.

Well done!

Ah, must have missed that. Thank you for the clarification.

I know how overwhelming it can be to learn a new system. I applaud you to submit an entry nonetheless.

I don’t like shooting people.

Hey, I managed to play most of the levels!

Took a little to figure out I can use WASD instead of D-pad on a laptop. J was jumping. What is Run mapped to? :thinking:

If I don’t have a GameBoy at hand, how would I run this in an emulator?

I pulled it off (with Python). If you want to take a stab at it, it would be my excuse to learn Godot :)

Hm, my helicopter got stuck q_p

It is an interesting idea to help each other. I like it.

I was looking for that art style for a game a few years ago. Love it!

I clipped through the world and didn’t find my way back. Halp!

As an European I had no idea how far the different stations are apart. But I managed to just make it so slightly with 365 points 8)

If I knew for how long I have to travel I could adjust the stock better. Perhaps even have more agency in what I want to trade.

Really fun game.

Personally I struggled with the double jam (so I haven’t made it back to the tavern). It would have helped me if the notes I pile up would allow me to stand upon them as an alternative means to reach higher ground.

I really like how you lend a hand through the various levels.

In other jams I participated there was a topic and participants were encouraged to write up something and link it in the topic. This way we could learn from each other.

You as host would be in the position to encourage people to take notes to their blog :)

Hm, good question. Since I took the physics engine from another project (under Public Domain, but credited) I feel like I would first submit some improvements to it. I know them from js13kgames resp. GameDevJS jams (the latter being hosted on itch!).

My main goal was really to bring together the fediverse with a jam. In a way it is reminding on those Social Games on Facebook a few decades ago (no idea whether they’re still a thing).

Once I figured out how to read from the Fediverse my thoughts went: now what? When joining it I learned that the community there values consent. So I needed to find a way to pick up interactions while preventing to display messages in unexpected places. Since the fedi.jaenis.ch is run all by myself, showing my own toots is okay. That leaves me with the usual „vanity metrics” (favs, boosts, replies).

I want to emphasise interactions and look at the number of different instances across them. But I also want to deemphasise large instances, so I clamp the values. All in all I’m okay with that part.

The interaction within the game is quite limited. But that’s okay for something that actually only got working together in the last 48 hours :)

To answer your question: I will likely pick the lessons learned here to next iterations of the jam series. The code is public (see description on the initial page). I hope to find more people picking up the groundwork I did and remix it with their ideas.

It doesn’t have to be an in-game counter. A progress bar that tells me how far I’m away for the end would be sufficient.

At first I thought about the letters flying around as kind of debris and tried to click the feather with the cursor (the windmill thingy).

If there were some wavy lines to indicate that the feather is controlled by the windmill, it should be easier to grasp.

Regarding the tutorial, while close to the house some words would make it more obvious. Perhaps an „Today I’m writing you…“ catched earlier and moved to a letter before the feather goes on its journey? (Because having a scene inhouse would be too much effort?)

Scored 0.

Not made for this genre :(

I wasn’t able to tell how many lives I still have.

I played with the mouse (and skipped right into the game so I initially did not read the instructions). After moving back to the description page I learned about the aim of the game.

Really amazing that you added an accessibility page to the options!

I collected 59 words. Were quite tough using a mouse.

I would have wished there was a progress meter to help me gauge my current state.

I absolutely love how you finished up the level. Great job!

I crash landed right away and could wiggle my way forward at ~3km/h by moving the cursor up and down. That was intended, right? :)

Lovely tune.

I wish there was a way to reset the game without having to close the whole window.

Took me like 35 seconds to run with default settings.

Definitively original game idea.

I have the urge to visit the bathroom now, if you excuse me :joy_cat:

Ui, got immediately fired on my first try.

On the second I ran into a KeyError. Sequence 0-1-1-0-1-0-1-1. Not sure whether that’s by mistake.

A little bit more colour would have been great!

Platformers are not exactly my genre (couldn’t make it past that storm cloud) but it’s cute.

I think I stumbled upon a bug when landing with a full water bar and going poof, but the last checkpoint was close enough that it didn’t matter.

Nice work!

I learned a lot about the GoToSocial API during the work on this jam entry. Are Postmortems planned?

I’m sorry to be the messenger of bad news, but I suspect this work will not be finished by him:

https://www.davidrevoy.com/article1021/goodbye-craig-maloney

Thanks for playing. Due to private circumstances I wasn’t able to fill out the description etc. yet. Will do that now. Hopefully it will make things clearer.

I’m already happy that I could submit this game in the first place.

Can you share the CID?

It meant to be listed in the level dropdown above. I ran out of time to take care for a proper UX here. My apologies.

In my observation, IPFS is sometimes fast and other times slow. I couldn’t figure out why that is.

Could you share the CID for the IPFS problem?

The „I can’t go back to main screen” is known (as I mentioned in the entry description).

Thanks.

It does…

That might be it. Or make the bar in itself longer, so it is easier to time the second click.

Also … is there some kind of wind blowing the egg in the opposite direction? The physics made it appear so.

I see.

Hm, perhaps some kind of „try again” would be an option? Like, generate some random obstacles and check, whether they are acceptable. If not, try again.

Could be a do-while-loop.

What am I suppose to do if the obstacles are so close together that I can’t go between?

(Never played Flappy Bird)

I never played Wario Games.

But making the second click on the way back is too hard for me. I missed so many pars :-(