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Sam Sarette

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A member registered Oct 25, 2016 · View creator page →

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This board will not be utilized, we’ll all be chatting and making devlogs on our community discord.

Our Discord

Okay, now that I have this doodad that acts as a printer, I’ve been able to 100% this game. Wicked fun unlocking all the secrets

It’d be really nice if there was an indicator on the doors or a list of the specific progress, not just the percentage but “did I do the GBA on this save?”

It’s actually a Super Gameboy-specific core.

I know there’s multiplayer docs out there, but I think the super gameboy with multiple controllers blew my mind a bit.

I had to dock my analogue pocket (no SNES) and pair a bunch of controllers, laughing the whole time “why do I want to do this so badly?”

Would you be interested in releasing the project as open source so folks can learn from your brilliant examples?

This was incredibly fun running around grabbing all the hardware I could find.

The timing, humor, variety, artwork - all spot on perfect! I love microgame collections like WarioWare, Spookware, Frobisher Says!

You should sell this physically

I’d love a rhythm driving game, this demo is impressively pretty

This is one of the most brilliant ideas I’ve seen! It’s like halfway between Reign and Pokemon TCG :D

Seems to work fine on Linux

python -m venv venv
source venv/bin/activate
pip install -r requirements.txt
python main.py

I don’t have a single good source for models, just search “3d model star trek” or the like. You’ll get stuff like Sketchfab, trekmeshes, reddit posts to deviantart, etc etc.

Once you have something you like, you can make sure it’s the right format (GLTF or GLB) by converting it with Blender if it’s not already correct.

The Cross Media bar is great with keyboard, but pretty broken using a gamepad (it goes so fast instead of making you flick the stick and it seems to move the stack to the left of the cursor?)

I really didn’t like which item was selected in the spiral menu. My brain wanted it to be like 45 degrees farther along.

grid with tabs is very simple and worked well. It might be the one that best keeps the original intent while improving the speed of selection.

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I’d still love to take a look at the backup file you’re trying to import and fix the issue

I’ll try testing things later, but sometimes it doesn’t love backups with large filesize ship models. Can you link me to a gdrive/OneDrive/Dropbox of your backup so I can take a look and debug it?

The assets and several missions were very impressively put together. I think the broom cleaning up stuff mechanic was something new, though we’ve seen “move item from a to b” plenty in VR games.

Gorgeous game, really nice atmosphere and fun character designs. I’m not sure if the whole “things change if you do X / repeat yourself” was added in this build or not, but I love where it’s going

It was really interesting following the Devlog on the development of this, the game runs really smoothly :D

I had so much fun with this game. The puzzles were thought provoking, especially that last one!

Great little guy there

It took me a while to figure out what was happening with the light being solid or blinky, but WOW!

I’m very glad I made that decision at the end, brilliant finale.

Thanks for the assets! Only needed the free download but bought it to support since it helped me make: https://samsarette.itch.io/endless-caves

Our Discord is far likelier to have discussion. Open to NH residents who make or want to make games.

I found this a helpful resource when planning for my game earlier this year. Thanks!

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Okay, just for you two: You Can Shoot the Moon Now

This was AWESOME!

Would you be willing to share the development process? I hobby game-dev and am impressed by anyone who makes stuff for retro systems.

Same issue here. I wanted to supply “Play” vs “Continue” (auto-load last save)

This was a WICKED FUN game!

Wonderful story

I’m not very far into the PlayDate’s season of games, but this is such a fantastic and deep experience, with amazingly realistic conversations and thoughtfully neat uses of the crank. This might be one of the best, the breakout game, on this system!

Firstly, love the new home screen animation.

Secondly, no - still broken - It runs (can push the button for instructions, but then crashes when you take the crank out. I’m seeing a “run loop stalled for more than 10 seconds” on screen.

Fyi, the system seems to lock /freeze the whole device (requiring holding down the power button to crash reboot) if the game is launched with the crank holstered (I assume you’re trying to read a value and get null or something).

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I just downloaded it today and I’m getting this issue.

EDIT: I fixed it by manually editing the pdxinfo to have the “buildNumber” value.

That was awesome! I’m so glad there was a reset button there, haha

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This is a real tricky one. I cannot recreate the issue either on release or debug builds of the game. I’m aggressively trying to break it too.

I’d say “screencast the issue” but the game doesn’t run well at all while recording with the quest 2’s small horsepower (I made the recording with the desktop build).

If you’re comfortable, it might be helpful for us if you ran an adb logcat > logs.txt, play til it crashes, stop it (ctrl+C) and send that to us.

P.S. For MacOS users, the “Wild Araz” folder is in your user’s “Library” folder.

For Linux users, it’s at “~/.local/share/citizens-of-antiford-wild-araz”

It says made with Unity fyi, not actually a gameboy game, just artistically styled. No gb could do framerates this good.

https://subscribestar.adult/posts/224825