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Snazz

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A member registered Jan 20, 2020 · View creator page →

Creator of

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Have fun! https://itch.io/jam/brackeys-15/rate/4313365

Enjoyed this one. I wish the scale was a little bigger though. I had to turn down my mouse sensitivity to carefully place the blocks on some of the levels. Aside from that it was very well executed.

Very nice game. It did a good job keeping me engaged and hunting for ways to optimize my score. The audio and visuals are good. I just wish the different swine film rolls told you how much each of the swines are worth.

Puzzle and chill https://itch.io/jam/brackeys-15/rate/4313365

The platforming is a bit tricky, as well as manipulating the mouse cursor to go where you want. But overall very interesting game. It took me a bit to figure out what the sliders on the sfx screen do

Here's ours:

https://itch.io/jam/brackeys-15/rate/4313365

I've seen platformers like this before where you have to switch dimensions, but this game was a bit nicer because you could see where platforms were in the other dimension before switching. You guys did a good job creating two unique and strange environments.

One thing is that I didn't realize you could also pull boxes in addition to pushing them (I thought it was just push), so the puzzle with the 3 different sized boxes stumped me for a bit.

Hi, I'm glad you enjoyed the game! We were discussing expanding it post-jam, but no concrete plans yet. It fits the jam theme because most of the houses you make really end up being very strange; It's not everyday where you open a front door and walk into a... bathroom?

Thanks in advance! https://itch.io/jam/brackeys-15/rate/4313365

A little buggy on my play through, especially around the elevator. but the concept is interesting. 

Fantastic visuals and good soundtrack. However the gameplay feels like it needs some more thought. It doesn't feel like a sandbox game because you have levels and objectives, but it also doesn't feel like a puzzle game because the objectives are trivial. Another thing that could make this work better is some sort of narrative or overarching structure to connect the different levels and make them feel  meaningful.

Awesome stuff! Here's my game https://itch.io/jam/brackeys-15/rate/4313365

enjoy! https://itch.io/jam/brackeys-15/rate/4313365

Have fun! https://itch.io/jam/brackeys-15/rate/4313365

Alright, I have gone through and (hopefully) fixed all the unintended solutions.

(1 edit)

...Oh my. It seems like one of my last second changes broke the intended solution. The room with the front door should not have a window. Crazy coincidence how both of these things happened at the same time to force a different solution.

Looking at it again, I think that whole level needs some re-working. Its hard to make good puzzles in an afternoon. I also wasn't satisfied with level 6

(1 edit)

Thanks for playing, and I'm glad you enjoyed!

As for the final level, that is indeed a bug. There is an intended solution with no dining rooms next to each other. I just set up the constraint incorrectly.

Those puzzles got pretty tricky near the end there. I like the presentation. Perhaps the game could use a button to undo your last move.

Fun, Pretty quickly I realized that I needed to keep track of my recipes on a notepad. I made a ton of damage mana (excellent) potions, then sold them and bought the ingredients to make even more!

I was not prepared to be launched into the middle of a crazy boss fight! Well done! The visuals look great.

here you go. Enjoy!

https://snazzgass.itch.io/hyper-critical

Another strategy game for ya! https://snazzgass.itch.io/hyper-critical

That was pretty fun! Everything starts getting cramped when you have 5 windows at once.

Here's my game. I'm pretty proud of it too! https://snazzgass.itch.io/hyper-critical

A review would be great! https://snazzgass.itch.io/hyper-critical

Enjoy!

first

Version 2 of my Binary Adder. It's much faster, slightly smaller, better organized, and will never break (unlike my first adder which had a low chance of failure due to inconsistent mechanics)

(1 edit)

This Nuke will only go off after 75 days, It shouldn't be too difficult to increase the time to several years

Most Compact Nuke I can come up with 


(2 edits)

5 things that would make this game a lot better:


1. Deterministic Logic: This mostly applies to the mover and generator cells. there are a couple situations where they act differently with the same initial conditions.

Examples:


It seems that these problems mostly come from the game randomly choosing which cell to move first if the cells are facing the same direction.


2. Settings menu: A place where you can adjust the volume of the game sounds and music, as well as being able to disable the retro effect that distorts the edges of the screen.


3. Better level editor/Sandbox mode: Currently you have to use a mod to get sandbox mode, and it's not a great sandbox. You can't zoom or pan and there is very limited space to work with. You can only move 1 block at a time.

I think this game needs an inventory. It will display your available cells, and how many of each type you have. Players should be able to drag and drop from the inventory bar, or select a cell (hotkeys would be nice), then click or drag in the build area to fill the space with that type of cell. The inventory bar should also have an eraser that removes cells from the board and puts them back in the inventory. It would also be nice to have the ability to move, copy, paste, and rotate whole selections of cells.


4. Delete cell: A new cell that acts similar to the enemy cells, but the player can place it and it can destroy any number of cells that get pushed into it. The game has a limited amount of space, and if you want to make advanced cellular automata, you can't use the generator cells because they tend to fill up the entire area and lock everything in place. its very hard to use them in controlled way.

TL;DR: Generator cells create more cells, but there's no balance because there is no cell that can delete all the cells it produces.


5. Save Files: you should be able to save and load your solutions to/from a file, and instead of sharing screenshots, you can actually share the saves themselves.

(2 edits)

I made a clock based full adder, looped the Carry back in to itself and now I'm adding BIG Numbers (takes an eternity to finish though)

I spent several hours on this.


Edit: Just figured out I can overclock this, so now its working 2x faster

that one only takes ~20 seconds

My fastest and slowest cellular automata for level 15.

This one takes 14 ticks or ~2.8 seconds


And this one takes ~750 ticks or ~2:30


(2 edits)

I made a 6 bit binary counter. It counts the number of times the mover cell goes through it. Each of the yellow slider cells represents one bit. when they are spinning the value is 1, when they are not spinning, the value is 0.


https://www.speedrun.com/karlson_itch.io/individual_levels

Out-flexed

make sure you specify that you are doing dc% runs. and specify which runs you are using dc on. Most of those times look good except for sky 2. You could save 5-10 seconds using the outside of roller strat

(1 edit)

I could still work on sandbox 2 and sky 2, but the rest are pretty good.

My current WRs:

EvilTaco spliced together all the WR times 

I tried to emulate this guy (Escape 3 isn't my strongest level)

(2 edits)

I managed to get my total time to 1:29.96 I think I'm the first one to get below 90 sec.

I have WR for Tutorial, Escape 2, and Sky 1

Edit: I just managed to get 3:48 on sandbox 0, another WR