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

















