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Skirlez

53
Posts
15
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A member registered Jun 20, 2020 · View creator page →

Creator of

Recent community posts

(2 edits)

I am very happy with these ratings. Thank you to everyone who played the game!
I have released a post-jam update, which I hope will address the most common issues people had with the game. Namely:
- slots being 0-255 is now explained in the tutorial, and an "overflow" and "underflow" text is displayed when an overflow/underflow happens
- you can now disable the background in settings
- you can now press pause to begin execution paused
- it is now clearer when you can and can't press some buttons, and "Run 1" is always visible
If you encounter any bugs, let me know!

Yeah, the levels are designed around the quirks and the early ones are supposed to try and demonstrate them. Thanks for playing!

Yeah, I added the narrative because of the rating, and most likely wouldn't have otherwise (I find it a bit odd it's a rating this year, it wasn't for any of the previous ones, and a lot of people completely missed it and had no narrative) but I tried to integrate it into the game somewhat. (I'm just not a good writer lol). I'm glad you enjoyed the level design and UX! I put a lot of effort into those.

Thank you for playing! True, I only spotted that it was missing after the submission period ended. It's in the game page but it would've been better if it were in the tutorial.

Thank you for the nice words!! I'm glad you enjoyed. Though I don't know what you mean by clickbait. The idea was to have it be a play on/variation of the Halting Problem (is there something else it resembles by accident? lol)

The presentation here is great! I really liked the well formatted manual and the sounds the instructions make. The code editor is very polished too, having a clear error message and syntax highlighting is very nice. Really my only complaint would be that the program counter rests on the instruction it just executed, and not the one it's about to execute (I'm very used to the latter). I get the feeling I did the last puzzle in an unintended way (I copied the code twice and swapped every true with false and false with true, lol)

I realized too late that I didn't include mentioning overflow/underflow in the tutorial (would've gone nicely on the part it mentions slots), nice to hear you managed to proceed anyways. Thanks for playing!

I'm glad someone noticed the Balatro inspiration!!
I tried my best to make the game accessible even to non-programmers, but it's pretty difficult to explain all the mechanics of BF in a way that works for most people, so that's probably why it felt that way. Glad to hear you enjoyed it regardless!

Thanks for playing! I should note that you can use the keyboard to place characters/start execution/move the cursor, so I'm not sure what you mean, and you can step through execution by pressing "Pause" and "Run 1", though I should've probably made it clearer/forced you to do it in the tutorial.

That's great to hear! Thank you!!

Controls were a bit odd (a thing that came up a couple of times is that I couldn't scale downwards while on the ground), but damn this game is beautiful! It was very fun.

(2 edits)

Post-Jam version is up, with some fixes and a new snake type! Thank you to everyone who played and rated the game! #5 in enjoyment is mind-boggling to think about for me.

The older version should still be available in the downloads in case I broke the game.

Yes, it is possible to save that one apple if you pick it up again. The game counts by simply looking how many apples exist when transitioning between levels. Thank you so much for playing the game!

I explicitly searched up move to shoot to see if anyone had that idea for the jam, and looks like it. Well done! The main mechanic forces you to play differently than you normally would in this type of game, and is interesting. I also like that there are many different enemy types and guns. But there's a lot missing: No explanation of what the ammo types do (I'm still not sure what the third one does) and no sound (except for the music, which is nice) are most prominently not present. Other than that the presentation is well done. Regardless, well done with the game. I do have a question though: is it endless? I think I beat a few rounds after you get the dash upgrade, but I really can't get any further.

7/26 is pretty good considering you didn't even know the game was counting. Thanks for the review!

Thanks for the review! Yeah, I really held back with the boss because I saw people quitting near the end last jam when I made the game harder.

I love pretty much everything about the game, but it's just too short! I wish there were more than 3 levels. Specifically more than a single level where the icons come out from two different places. It forces you to use different spikes and to keep up with both lanes, which I thought was very fun. Good work regardless!

Yeah, but if two of your options raise what the user wants, (or none of your options raise exactly what the user wants) how do you determine the more correct one? Does the user card's video have something to do with it?

(1 edit)

This is a really cool concept and the presentation is very unique and polished. The video graphics and have a special quality to them I can't really describe, but I really like them.
The lack of music however is really noticeable though. It's the only thing holding the presentation back in my opinion. 

In addition, I'm a little confused about the gameplay: There have been situtations where multiple cards raise the same amount of video types the user wanted, with different additional additions and subtractions of other types, but I guess one is more correct than the other since it said I was wrong? I don't quite understand which cards exactly I should prioritize. Something in the description to clear this up would be nice. (Or maybe I'm dumb)

Thanks for playing! That bug sounds nasty though. You were still able to progress though? Do you know roughly which level it was/what you did to trigger it?

Unfortunately I didn't see this game during the voting period. It is almost perfect! My only complaint would really be the lack of music but it kinda works well for this game. Great job!

(3 edits)

Jam just ended! Here's the post-jam update:

-added pause menu

-added level select

-card balance changes

-tweaked ball graphics

-tweaked level design

-fixed luck balls that come from enemies not going into the correct place on screen

-completely changed math for how luck affects dice
-enemy projectile now collides with walls and destroys itself

-if you got less than 5 health last level and you die, you will be sent back a level. otherwise the level will restart

(as opposed to the game always sending you back. this change was made because originally i made the choice to send the player back so they can get more luck, however if they already got 5 health, there's no reason to do that since they did get luck last time)

(also the game won't send you back after you've already died once. so you can't go 2 levels back)

(1 edit)

A pretty funny game. The voice acting was surprisingly well done for a Jam game and the model and voice of the old guy works super well too. I liked the way you attack and the mechanic where you can hit the dice in mid air, but the timing is unclear, perhaps an indicator of when you can do it would help.

As for the things I didn't like, I'll list them now: The dice  currently follows you at roughly the same speed you can move, it would be nice if it sped up as it went so you could keep walking without waiting for it to reach you.

I didn't like that the random generation was *fully* random, I spent like 3 minutes on the last enemies just because of that. I would suggest you do like modern Tetris, which guarantees you got 1 of every piece if you used 7 pieces.  So you could do the same, you must get every possible roll after 6 rolls. (also, the sound of when you hit enemies is pretty loud.)

Despite those complaints I really did enjoy the game! Good job.

Yeah, I got the visibility range complaint multiple times. Me being the guy who made the game I knew every enemy already was and so it kinda glossed over me that it might be too small. Thank you for the nice words though!

(1 edit)

I didn't reply to each comment as it came out and it would be weird if I started now and it would also be weird if I responded to all of them at once. So I'll just write here that I'm very thankful for all the positive feedback (:
Also, a fixed and slightly expanded version is currently being worked on and will probably be released as soon as I can modify the game files again (:

I don't understand the question. I assume you mean difficulty? It was pretty obvious from the start what you need to do but getting there was a challenge.

Yes! I enjoyed it a lot.

Great idea, perfect execution and presentation. Not much to add! (Except maybe that the dialog repeats when you restart. But it doesn't really matter.)

Yes, I did in fact make that sound with my tounge. Thanks for playing the game!

i love cat game

After the fourth fight, this error occured:

############################################################################################

ERROR in

action number 1

of Other Event: Room Start

for object obj_system:

Variable obj_system.obj_d12(100222, -2147483648) not set before reading it.

at gml_Object_obj_system_Other_4

############################################################################################

gml_Object_obj_system_Other_4 (line -1)

A fun and creative game regardless!

Great idea, great presentation, great execution. My only issue is that trying to get any two dice to face two numbers at once is a little too uncontrollable, and so especially uncontrollable if you need two specific color dice to be in two specific numbers. Great job overall though!

Interesting mechanic, however I would like it if the dice spun slower after jumping so you could choose where to go with spacebar easier.

I liked it overall. I would have liked for there to be more levels/enemies/twists like the sword, or maybe features like a highlight showcasing all the places you could possibly go with your limited moves but overall the concept was executed well with nice sound and graphics. Well done.

I don't know why but I could not enter fullscreen both in the browser version and executable? I had to use an external program to force it.

Very creative concept. Wish there was more to it than luck, but it  was enjoyable regardless. I got six to be Split dice and a six only dice, so I just had a million tiny dice everywhere.

It is in fact indeed randomized (to an extent), but there's a one threshold you must pass. A little below the half point. Might've been a little too punishing.

This game is awesome. I don't really know how to write this, but I'll try: It looks like the game had gotten everything it needed developed in time: It has great music, good sound, nice graphics, and it's polished as well and has rewind and a pause menu. No aspect was overlooked.

But the most important thing is gameplay, and it nails that as well. The puzzles keep surprising and actually had me thinking, I'd love to see a post jam release with more levels. Fantastic job.

Very interesting idea! I managed to solve the first two puzzles, but I couldn't solve the third so I just guessed... A tutorial would be appreciated. I don't think the level editor really fits a jam, that's the type of stuff you would create post jam. I also didn't expect an actual voice over of the text, but I liked it. Well done overall!

(1 edit)

Oh, I know exactly what the issue is, it tries to target the merged player because it doesn't check if the merging has failed or not, so it targets a non-existent object and then crashes. Thanks for playing anyways!

Yeah, I suspected a lone ant might be too strong. I didn't have much time to balance. Thanks for playing!