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Sepia Mage

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A member registered Feb 01, 2018 · View creator page →

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Good to know you can undo through resets. And it’s been a while since I played Stephen’s Sausage Roll. I saw you mentioned it as inspiration, but it didn’t occur to me that the movement was the same.

Nice puzzle though for some reason, the movement just does not feel intuitive to me. I spent most of my time getting from point A to B. Also, I like the connected puzzles, but the checkpoint system needs work. It kind of sucks if you restart and have to redo a puzzle because it didn’t count you reaching the next checkpoint somehow.

It’s been a few days, so I don’t remember exactly which parts were confusing, but V guvax vg jnf znvayl gur anzrf naq ybfg vgrzf gung ner yrsg gb cebprff bs ryvzvangvba. Yvxr Zrynavr naq ure ung naq jub’f Greel.

Very polished for a game jam game. This was fun to solve. There’s a little bit of guesswork needed (it’d be nice to have a couple more subtle clues for certain details) but overall pretty solid.

Nice puzzles. Not too hard, but still surprisingly tricky for such a simple seeming setup. The outer floor texture is a little confusing at first.

The different mechanics here are really cool, though it feels like a lot of disjoint ideas. That might just be that there's not enough levels that use all the different combinations of objects though. (Not that the existing levels aren't hard enough though.)

This is an interesting take on the usual sliding ice block puzzle. The extra rules are easy to understand, and the puzzles are about the right level of challenge at least for me.

This is neat, but with no way to confirm I've understood things correctly, it gets more and more confusing. I think it'd work fine as is in an interactive setting, but as a paper puzzle, there might need to be a few extra, subtle hints.

This was fun. Animal themed rebus puzzles is a good fit for the theme, and using emojis was a smart move. Some of theme were a bit hard to tell what they were though, which feels like an unintended bit of extra difficulty.

Very neat little puzzle once you realize what the puzzle actually is. 

This is a clever combination of snake mechanics and sokoban mechanics.

Those are probably the hanging garlic knots. (Yeah, I'm not sure how to make that work in 16x16 pixels.) That interacts with the bat.

I didn't make it too far into the game (no saves it seems), but I'm curious what all machines there are. 8 colors that interact with machines plus monster types that seemingly don't doesn't seem like a wide possibility space, so there's room for surprise there.

As much as I like the simple graphics, it is a bit hard to keep track of what's going on as the board fills up.

Surprisingly tricky for such a simple mechanic. Very nice.

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I like the idea here. The goal of the puzzle is perfectly clear after the first level. Aside from the UI, I think my main feedback would be that after the tutorial, you kind of throw the player in the deep end. Level 2 is already a lot with no tools and no practice. 

The same thing happened to me. I tried all the keys and buttons, but nothing else happened.

There's not enough vertical space to react to anything.

The wall jumps are too sticky somehow, but otherwise, this is pretty fun. The mechanics aren't immediately obvious, but not too hard to figure out.

The movement feels very good. Definitely makes you want to get back to where you were faster every time you fall.

Fun mechanic and reasonably tight controls.

I enjoyed it, but couldn't finish it. The physics are too slippery for how small some of the landing spots are. The pixel effect is well done and adds a lot of atmosphere.

Is there a way to turn down the movement speed? It's way to easy to slide off a platform or the side of a ladder. Otherwise, it's pretty good. I like the pixel art.

I like the idea of having a drop in side quest like this.

Ah, darn. I knew this was going to happen. I spent some time looking around at different translations to see if it was at least passable, but I don't know Latin. Unfortunately, I think it's a little too late to change the name now. (Too bad since I like De Elementorum Deis.)

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If you find any errors in the text, or even just something that doesn't quite make sense, please leave a comment here.

Hopefully it comes out well. They way I'm using it means I need three times as many prompts. :)

In mine, you deal out the cards in three layers (one at a time) representing different time periods. Some of the cards refer to things that happened in the past (previous layers).

Awesome. Thank you. :)

Unfortunately, that's not how licenses work. Unless the author says otherwise, each work is separately "all rights reserved".

Xana community · Posted in keys

You should still be able to use the arrow keys and space bar to navigate the menus. (Controls can be remapped in the options menu.) You can also delete the config for the game and it will ask you to set new keys. (I'm not actually sure where the config file for an HTML game is kept though.)

What keys did you set?

Thanks for the quick reply. :)

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I agree that forcing them to pick a free culture license is the wrong approach, but forcing them to in some way acknowledge that their choice is no licence rather than merely leaving one out by inaction (and providing some guidance on what the choices mean) would help a lot. That said, my original suggestion was for a warning for just such reasons.

BTW, it's especially bad for for-sale assets. You really have no idea what you're actually buying. That opaque zip file could theoretically include some non-commercial license making your purchase worthless.

What license are these under? Once I've bought them will I be able to use them in a commercial project? Is edits within that project allowed?

Many free assets on Itch have no license attached. In most cases, from reading the comments, it seems like these authors generally follow a CC-BY approach (when asked, they only require credit), but without an explicit license each person wanting to use the pack will have to get the author's explicit permission. I suspect that in most cases, this is simply because most authors don't realize what not including a license means. 

Itch chooses to not force authors to pick a license (fine since some use their own), but can there be a warning displayed when uploading assets with no license?

Please add a license for these. I'd love to use this in a game, but unless you say otherwise, you've reserved all rights.

Thanks. I'm really glad you enjoyed it. :)

Oh my. Fortunately, that isn't something you'd see from a casual search. The top Google result is https://en.wikipedia.org/wiki/Xana