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Samplay

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A member registered Dec 17, 2021 · View creator page →

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Like this comment if you thing i should do a video walk thought video before end of jam or it would break the surprise?

Thanks a lot,
Yeah as some kind of die and retry tension :) ?
yeah it not very directed the player, game design tutorial need a lot of reflexion to make the player at ease.
Learn recently that 1-1 of super Mario bros was created after 1-2 and 1-3 !
it's a shame that the crank part was broken even more by the last correction I done at jam end lol.
I'll ty to edit the game when I can to kill some bug :)

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Yes, I'm agreed that can feel weird to sacrifise life but you don't have a max life and there is several heart in your way that bring up you life.

i think the little text at the beginning say  "Take hearts, don't hesitate to falling in your journey" if you say yes to more info.

About life normally : 0 life lose at 1 to 2 tile upward. 1less life  is little fail (from 3 to 4 include). 2 less life for 5+ tile  fall.
you might found an bug thank.
I use a counter that count the tile you pass before you finish fall.  that counter should be reset when you finish the fall but might have forget case so the counter stay incremented i guess :s


One thing i feel "antipattern" is : you have to find all the orbs for the first and second improvement. But, you have to get more for the third  in your way but not require all orbs (maybe it will help some, still get orbs because if you don't have enought you'll be block)

I always try to use pulp for other thing then RPG because pulp script well use can make really good prototype. 

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bug found from me: (1 is the most annoying, 4  the less i found) after sub. Sorry for those, might be patch after the vote.

1) when you have long hook,  when calling the long hook from gateway, at back it can't invert tile order and change the disposition

2) crank mode not working (last minute correction for tile distant of 1 made it work as no crank mod :/ )

3) moving+hooking on target at vertical => sometime the player go straight on out of map 

4) not expected jump on end ladder and other (that wasn't anticipate but quite cool) but it can't activate falling

you'll have to wait to go up with the hook activate normally

Bug Found by other:

A) inconstancy of damage receive when falling from case you should not habe damage

Thank you much ! yes i got scope creeped ahah. I code all and didn't reuse old code from other project.
I still find new thing about pulp i feel like it never end to learn.
Yes about the life it's true you lose quite much so. 
At beginning i have fullfill all over the level with heart but i feel that made  the game too easy , so i remove a lot of them.
I can still have lot of life but it true even as the creator i trouble to finish the game. So the game is kind of hard.
Good luck to finish it :)

I get most of the pulp than pulpscript this time ! in other jam there is a lot of pulpscript in the game.
the idea was to get not much pulpscript. so i get more time to think about the concept of minigame.
why this idea , i didn't have my monday and no big gameplay so i get to microgame Wario ware style could make it.

I probably post on my play.date pulp forum topic about  that jam :)

The most complex function in this game might be a while to generate random position
or Maybe the time up that make you go to lose minigame screen that activate if you have no more life goto restart screen that have a script that add you 3 life...
so not very much pulpscript...
usually i have a lot of pulpscript in my game^^

It might be unluck but i have the same behavior most of the time.
I have only one time a run of the 5 minigame each after one...
i'm not sure too how random in pulp is genarating the number..

Appreciate ! Wario ware discover in my youth was incredible !

About "collect 10 spaceships" isn't activate new spaceship appear until you pass again by the middle (just after get one, it will not remaking a new one until you move) not sure why because the idea was to create one at any tile. it's one of the two "bug" (of what i wanted it todo)  in the game have (the second bug is when spaceship appear you get to the center, you should not move in what i have in mind)

Those bug make the gameplay just passing by center to generate more appearence i was finding that fun so i let the bug but an idea could be having a text when player isn't moving to ask him to

At first see I was like , ok Mario bros with a reskin for halloween. I jump on the koopa-seemlike and surprise I lost one life ! It's not a copy it's reinterpretation of the classic arcade game. Game feel and ambiant is nice and the game feel polish for this short time in jam !

All the capacity of the playdate are in use ! Loving the drag and drop and accelerometer use ! 
BTW how use the mic with the simulator?
Overall sound and look well ! Great entry !

Thx for the appreciation of this work ! 
I have a lot of fun with pulpscript and i love to get further with it then pulp rpg default proposition.

If you like that my itch catalogue is some game proposition that use pulp for making other type of game and i started a game devlog on the play.date pulp forum : 

https://devforum.play.date/t/samplay-pulp-game-devlog-journey/16865/9


Thanks a lot !  Good feedback and interesting relevant suggestion about UI and UX  !

game feel + overall (sound music graphisme)

nicest idea / interpretation of this jam theme.  Good game flow.  I think this game is quite good for training his memory. Fun and nice animation.  Awesome work !

Love this entry ! Cool interpretation of the jam theme with a platformer, great ambiant and nice puzzle ! could be nice with a bigger version :)

Great you love this  one as a picross adopter :)
I choose early my scope and find the idea really soon was quite and the first day of proto like for the first image as did'nt got to much implementing problem, thought i had to rework the system as i had different size of drawing the second day^^
I always learn a lot in those playjam !


It's weird, i don't remember my object to be wrong :s 
First for example i have the object to get list, then i choose one element of this list and it go to game over.

Super accomplishment on the gameplay ! love right left shooting, unlock missile that go freely in the last direction.
Very arcady.
No sound and not really on the theme actually but still a good entry for the jam after too much memory game^^!

Awesome sound system and voice over.
Match well with the jam theme !

I played an simulator (my device A button is kind of blocked :s) , when i select something with A it's go directly to game over after speaker tell the word?
Did i miss something to play it well?

A classic matching 2 images game. Nice for this Theme ! 
Great art ! Sad there is no chill music or fx sound for match or "good"/"bad" selection.
Two remark : in the console debug i can see a lot of logging at each frame "checking for win" i guess you check at all moment if the screen is empty.. for less checking you could try other way to check this win.

I can see potential in a more advance version as a good chill playdate game

Thank you very much for this feedback !

I’ll try my best to correct and make it less rough in next updates 👌

My worst nightmare but a big dream to extends his arms to stop the ring while sleeping.

Nice graphisme, presentation and funny idea ! love it. Can be little frustrating all in the same time and have to change arm. a special power for both hands activate at the same time could have been fun.

Find the main character art great , fx sound feel good in the game and Great visual transition between screen !
Great first entry for your first playjam !

The pulpest of the jam. Loved the visual and the escaping versus kind.
Find hard to know which element is to get at time. Maybe feedback blink or an arrow on the objectif would have been fair for blindless memory goldfish as me :)

Love this principle but quite hard to get it. the look of this puzzle game feel puzzly :D
Love the wheel when you crank that are nicely turning one after another. the sounding overall sound feel great. The took on the theme is well inspirated. It too hard... for me? Tutorial or really simple first little would have been a plus :) 

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Thanks for this great feedback ! I try to fit the theme with a really simple gameplay principle but surely if we had more time i guess the game could got much father. I focuses much or less on game feel and game play.
The only balanced i done was have two +1sec instead of one and it feel challenging but not impossible but surely there is work to do to balance. 

Losing  not resetting was a choice : i wanted people to play but with no stress even if the losing music is kind of stressing out :)
I didn't want people to stop control the (bubble,circle,ball)

The question is around how much second the average people record is to get more info to how balance this game :)


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I was not so inspired for creating a dedicated world so i kept it simple (some very simple game with only form can work well) had some inspiration of agar.io online game where the circle rule a battle-royal battlefield.
Here my idea was more of a time up stress but stress less arcade game. I had good fun to dev it !

Thanks for this nice comment. Time shared name is inspired of the processor strategy name time-shared operating system.
I think you could subread the idea of dedicate time to a thing (as creator, i see that as time goes by to jam, time i have for this game =) )
Happy you have a good xp with the soundtrack and the overall !

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1.3.0 Release 10/23/2023

- Added multisytem for show more than 2 graph


1.2.1 Release 8/10/2023

- Level 20 and 21 were update some variable was on and made those level laggish

1.2 Release 8/2/2023

as a new PlayDate Owner update  : debugging major lagging level

 - level 23 (?)Change gravity of sword block to just active when attacked by the sword 3fps to 20fps 

 - level 6 :  largish because of an old variable and old script 3 to 20fps 

 - level 31 : Hero of dream :  many fire so diminish the rate of the canon shoot it this level …7 to 10fps at start

1.1 Release 7/6/2023
- Added launch animation  from pd menu

- Added icon fo launch as list (sdk 2.0)

-Lvl 29 remove deseapearing background

-Lvl30 add enought slime to pass the way

- Level maker editor update shift level created removed => now your created level look the same as in the editor looking 

- level maker updated  for more coercitif level editing.

- Save after beaten boss zone aded

-bug where  Object and enemy moving throw levels are mostly removed

- Dream central station dialog + sound added for more player directionning (forcing tutorial to be done for example)

- update into some level like more life

- 3 new dev interview to unlock (11 dev interview to unlock in total)

- Some text correction
1.0 Release  10/4/2023
First build

Thank's much for you play ! Great to know it work on device :)

The game feel is very organic to me from the realization, the design and the visual universe !

Gameplay proposes by not click only stupidly on what you see an intelligent way to play from rythmic pattern  you just learn. which is awesome for this type of game !
I would Love to see more of that.

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Great fit with the Theme of the Jam ! Had fun to find the ending without blowing up :)
Would love to see this on my futur device in an extend version.

I'd be great to have sound design around the sonar that could make the game even more immersive !

You can share your level here.
You could go on the playdate mirror and share screen shoot like :



Or write it up in a message.

If you want to import you have to report the tile in the level editor.

I have some people running the game on their playdate a bit, find optimisation. The game should run around 12-20fps but i didn't possess device too make full test yet. Don't hesitate too share bug or big lag here!

The version of the game is tagged in your highscore.

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Didn't know the simulator allow you to call externe controller like playdate.
Yes i think there is many way to have a real playdate experience by making it controllable for the playdate and with the fps going good.
I would work on that ASAP :)

Thank for the feedback !

Nice time thought !

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good feedback thank you very much !

I m sure I ll make patch sometime ! And/or use that as a base for making a longer game?

Congrat for getting Home !

You increase your energize when you get battery on the way.But the amount by cranking can be a good feature for a longer game with a move ample move set or as you say don't hurt by cranking too much, the idea was more cranking for the jam theme "crank it until you make it" :)


Cranking with computer is pretty tiring I understood you could make it automatical in the simulator :p


The timer was static at beginning but was hiding stuff so I make it move left to right to be able to see but maybe it move to much or fast…

Maybe It would be better to teleport it time to time left two right instead of moving it from to :)


i ll be glad to rework it soon ;)

Thanks to notify that !
I'll get mine in early 2023.

mp3 might be the cause from what i know , i'll try to patch before the end of the vote AND SURELY when i'll have my playdate

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left right

A (jump)

B (projectile)

UP (super jump need to get some energizer)

Crank (charging your stamina)

If you encounter any bug or issue in your Playposterous journey you could share it here !

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Challenge room is the hub of the game