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A member registered Apr 13, 2021 · View creator page →

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Really fun! I didn't survive, though - someone kept running by boat aground... (I blame the rowers

Soon! I'm aiming for mid-January, though I'm hoping to get out a demo 2.0 first to show off a bit more than just the stockers. Let me know if you're interested in the playtests, I'm planning on starting them within a month.

Holy buckets - this isn't a remake, it's a GAME. Nice job!

I need to know: Is Reticulating Splines a nostalgia throwback, or is it a technically accurate description of what's happening while loading?

Absolutely! I have benefitted a ton from finishing projects. However, out of the 30 games I started making, I have finished the majority of the "short" ones and have failed to finish all but 2 of the "commercial" ones. 

A few skills I want to capture (in the order that they are needed)

  • Finishing (and shipping) any game
  • Finishing a project that takes more than a weekend. Perseverance when it is no longer fun.
  • Managing scope in a project. Hitting a pre-defined time window for a small(ish) game.

I'll keep that in mind, though. I want to have a "I just want to finish something" track for people who don't have a specific goal. But if your dream game is an RTS,  or a Boomer Shooter, then I want to provide a bit of a path leading in the right direction.

Hello everyone! I'm Matthew, the guy behind the 20GC website. I've been promising the community an update for a couple of years now (yikes), but now is the time to do it. I wanted to start a thread for conversations around the overarching 20 Games Challenge.

A couple of things to note up-front:

  1. I will be adding games to the challenge and tweaking the order. There is still a pretty daunting jump from remake to commercial-scale release (yes, even a commercial indie game is much bigger than one of these games). I want to help set up community members for success, and am trying to prevent this from just becoming another LeetCode style activity that has little practical benefit
  2. You don't have to worry about the order changing. The existing challenge will remain as "classic mode." I'm also not planning on modifying the first few games, so you should be able to jump over to the newer game list without any issues.
  3. I'm looking for feedback! I'll post the new URL soon (yes, we're getting a real domain), and I'll be asking for input as we go.

I realize that it is a bit silly modifying the challenge *during* the jam, but I just didn't have the bandwidth to get it done earlier. We hope to make this jam a recurring one, so the updates will definitely benefit everyone going forward.

Ooh, I'll add that to the list - it could look pretty cool

I probably need to explain controls better. You can hide the UI with "Z". The console is mostly for me (dev mode), but that toggles with the ~ key

Yup! It's all Godot resource files under the hood. And the fish generate their own graphics from the raw data in the resource (no sprites), so it's really flexible.

You can press Z to toggle it - but I never tell you that. I need to add a prompt...

Thanks :)

Thanks! I got a screen shot from another Mac Arm user, it looked really weird. I'm not sure if it's an engine issue or a game specific issue, but I'll keep poking around and will let you know if I manage to fix it.

Hey All, I just got the web build working last night, and I've gotten a couple of interesting bug reports from various OS's and browsers. I'm not sure what issues are due to the game engine and what issues are bugs I can fix, but I'm collecting data, so if you see something weird, please respond with a screen shot and your OS/Browser. Alternatively, I do have a feedback form link in the game - feel free to use that if you don't want to comment publicly. Thanks :D

Thanks :) I'm working on a big content update for the demo as well as the full game - I just wanted to get the web build up before I got too far down the rabbit hole

Weird, I'll look into it. I just got the web build working, so there are probably quite a few bugs I'm not aware of.
To clarify, the fish don't move? And which UI element do you have open when this is happening? I'm trying to reproduce the issue :)

I was listening to a podcast - maybe an hour

Infinite loop :) Pre-workout mix gives you stamina, yoga or meditation lets you draw cards. Meditation also increases the strength, so each workout is stronger. At this point, each glute card gives +400 ;)

Well, I can't even see my character any more - I  think it's time to cash out the glutes cards and call it a day :)

Thank you for sharing your story! You mentioned that you don't explore these topics very often anymore, so I appreciate you taking the time to write down your thoughts. 

I've felt the same burden from the other side - it's hard to call myself a Christian when the word has become so tainted by misuse. Jesus told us to "count the cost" before following Him. I cannot love God and money - Jesus says so. And yet, we pretend that there is a difference between "acceptable" sins like greed and "unacceptable" sins like fornication. Really, every single Christian should wrestle with the same questions you are facing, and should consider if a relationship with God is worth giving up the world. It isn't fair that you have to ask these questions while a religious person can keep their sin and pretend to be OK.

I don't think that this parable is actually about Christians versus the world - I think that it's about people who chose Jesus above everything else and people who only pretended to do so. Jesus loves you, but He also respects you. You took His command to count the cost seriously, and you made a honest decision about your faith with open eyes. Many people never do that. I hope that you keep asking difficult questions and looking for answers, but I also hope that you find happiness in your decision.

Nice job! As others mentioned, I lost the orb a few times. This was definitely a more abstract entry than others, but it was fun thinking about the parables you highlighted while trying to connect them with the game elements. The atmosphere was really good, and I think it did a great job of evoking an emotion.

Nice job! It felt pretty well balanced overall, I was able to win after a couple of tries. Unfortunately, the use of emoji characters as sprites had some... unexpected results in the Brave browser.

I'd make a comment here, but I actually used emojis for the volume buttons in my game and had the exact same issue! I guess the font really matters even inside a game - an interesting lesson I didn't think of before. I was confused by Granny's friend until I looked at your screenshots :)


Does the game give you a random number of coins to look for? I lost the first few times, but when I won, I only found two coins. I'm not sure if it was going easy on me, or if there is some randomness to the level generation.

I had to restart, but eventually found it! I loved the atmosphere - the art was really pleasant, and the house reminded me a bit like Luigi's mansion. However, after searching for a full 20 minutes with no avail, I started to wonder if someone with *this* big of a house would really want to look for a single coin ;) 10/10 I would totally live here

Well, I submitted our game with 8 minutes to spare - and discovered that the multiple choice question had all blank answers. So, uhh, you're all off the hook?

Thank you to everyone who submitted!

We're still looking for a programmer - reach out if you are in need of an artist!

Hey all,

I met a couple of people who are still looking for a team. We have a channel in my Discord server for the jam, but I wanted to make a post here as well if anyone is still looking to connect. I want to make sure that everyone who wants to participate can!

You can't really go wrong with any on the list. As far as "entry level," I think that there are two approaches. One is to listen to the parable with no explanation, like the original audience did. It's a bit like a riddle, so sitting with a parable that you don't immediately understand is part of the experience. Many parables came in sets: here is a set from Matthew 13:
“The kingdom of heaven is like treasure, buried in a field, that a man found and reburied. Then in his joy he goes and sells everything he has and buys that field.
“Again, the kingdom of heaven is like a merchant in search of fine pearls. When he found one priceless pearl, he went and sold everything he had and bought it."

You can immediately get the sense of what is being said, but with no context, there's a bit of ambiguity.

Of course, right before those two, there is a famous parable that comes with an explanation right after: The parable of the sower. If you want to see a parable being told, and then see the interpretation, that is the best place to go.

Finally, I enjoy The parables of the lost things.  This is a set of parables that increase in complexity and detail as they go on. The last one is pretty well known, but I think that the journey of walking through all three leads to a greater reiteration of the main idea - a bit like a song or poem repeating a refrain.

Whoops, Good catch! Should be fixed now.

(1 edit)

Ok, that art is incredible! I love the way the bridges crumble when you shoot them, super satisfying :)

I have a few control scheme options in my notes. I'd like to add mouse follow, as well as stick/arrow follow (point in the direction of the controller stick).

I just checked, and the site is still up (at least I could see it). I do probably need to update it a little, though. Was it down for you?

I have some tentative plans to use this as a platform for more tests/experiments. The main goal was comparing Godot 3 and 4 (the game was made for the video), so I'm not planning on making a complete Minecraft clone out of it. It is open source, though, so anything's possible :)

Good question, I hadn't actually counted until now, but it turns out there are 195 in total (as of this 1.0.0 release). There were a variety of sources, some were complete nonsense (monkeys), some were funny quotes from the Internet (fortune cookies), and others were just me sitting down and trying to craft and individual narrative for each "character" in the game. Some are meant to be funny on their own, but others are meant to provide humor through juxtaposition.

Writing all of the different posts was the largest part of this project, just due to the sheer volume of content needed for it not to feel too repetitive.

I made it to this room, but couldn't get past (30-50 attempts). To be clear, I'm not great at precision platformers, so that's partially the issue. The dash mechanic hadn't been officially introduced, so I'm assuming that the level is beatable without it, but I was getting stuck even with it. The main thing I noticed is that the spikes have a very large and unforgiving hitbox, I kept clipping them on the corners.

I love the updates on this one! I remember playing the last version, it's cool seeing how far it's come. I do feel like the difficulty ramp is quite steep, I wasn't able to get too far.

Honestly, this fits the theme about as well as half the games I played, you just forgot to mention that "it's pretty chaotic" in the game description! I was curious enough that I played all the way to the end. And, yeah, that was exactly how I remembered Portal 2 ending ;D

Really nice concept! I was a bit confused at first, I made some "juicy" sounding headlines, but it said underneath that they were "weak." I eventually ran one, and it made a lot of money. Does "weak" mean yellow journalism, or is that supposed to indicate that the article isn't likely to do well?

I played for a lot longer than I was expecting that I would, connecting different articles to see what it comes up with was quite fun. I actually stopped playing because the UI was difficult, there were a couple of buttons that were really difficult to click on.

That was great! Thank you so much for including controller support, my gamepad has been sitting uselessly for the past week. I play my Game Jam games on an older system, and the flame thrower in particular caused a lot of lag. Also, this is controller-specific feedback, but I found aiming rather difficult when I had full 360-degree rotational freedom. Maybe a little aim correction would help? I understand the desire to force the player to face the direction that they are moving, a twin-stick shooter would have had a very different difficulty level.

Visuals were great, the audio wasn't too repetitive, and the particles, effects, and general polish were top-notch. This was probably my favorite game of the jam so far.