I had realized that DARS makes much more Sense as a Specification, not a Computer Program.
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There are 2 Places where the Developer Commentary is a bit busted:
- There’s a Button besides the TV, which isn’t clickable until the Game starts. That’s confusing, so the Button shouldn’t be visible until the Game starts.
- When listening to the last Piece of Commentary (before the Ending Cutscene), and then starting the Cutscene, the Voice gets cut off when the Game automatically returns to the Main Menu. At this Point, the only Way i could get the complete Text is to read it, but that doesn’t hit as hard as if i could just hear the Voice.
names of interactables must be shown because their looks are misleading.
- the Cheese Wheel looks like a Cake
- the Luigi Board looks like a Travel Suitcase
- the Furnace looks like a Lighthouse (this one isn’t so bad because O’Hare immediately says it is a furnace after interacting, but i was still looking for another furnace on the ground floor before i stumbled on this)
with the Game Boy visual limitations, there is no real way to make the things look more like what they are, so showing their names is important.
i wish the options menu had words so people without so much understanding of technology can change the options. having only icons may look cute but many people will be frustrated by how obtuse it is.
minimalist communication is appropriate for the game itself — like the intro for the controls and the timer at the end — but not for the accessibility options, which the people who need to change them cannot change them if they don’t understand them.
my own first steps are
- use Godot Engine for development
- publish my software as free and open‑source on itch and sometimes also Codeberg
the Godot game engine will be a very important tool for the creation of today’s highly individualistic software, and weapon against corporate stagnation.
it is already used to develop game‑like indie software
(this comment is for a not numbered version of the game)
i played loops 0 through 4. i would love loops 0 through 5 to be a bit different, approximately like this:
- loops 0 and 1: as-is
- loop 2: the player character always stays in the middle of the screen
- loop 3: like loop 2 is now
- loop 4: like proposed loop 2 but also the screen moves
- loop 5: like proposed loop 4 but faster
in short, i would like to play loops where the player character is stuck to a certain screen position
the big issue is that the game does not always detect when i have entered the correct guess.
most glaringly, i have to spell it with exactly the right uppercase and lowercase letters. this can be easily fixed by spelling all correct guesses in all‑lowercase and using the String function to_lower() to convert my entered guess into all‑lowercase before checking it.
combined with the game knowing too few words, like detecting the “█████████████████████” as a “███████” but not as a “█████████████████████”, this makes the game too broken and frustrating
it must be a bug because it lasts too long and it does not happen when i combo. only after all text particles (which spell $3 or -$13) disappear, the game stutters when the first one reappears.
to fix this, instead of spawning and despawning the text particles completely, the text just gets changed to “$3” when earning money and to “” when the text should disappear. this way, the text particle does not despawn but it just becomes invisible, which is much more performance-friendly.
no, it’s just gratis. you can download the cartrige on the game’s Lexaloffle page and edit it in Pico‑8 but the game does not have an open‑source license
for tabletop games, leaving the Input methods field empty is best. setting the game as a physical game should be done in Edit game > Classification.
you can still set all the other metadata, so it’s actually just as useful for tabletop games as for video games.
although it would be great if they listed input methods for physical games:
- tabletop
- cards
- dice
if itch lists virtual reality as an input method, i don’t see why they couldn’t list tabletop, since both input methods alter your environment for playing the game.
this game is too difficult in the wrong ways:
- most of the keys — like ‘Hook Button’ — are not named, so i have to try every key to know which is which
- there is no way to change which key is which button, so i have to play with an uncomfortable layout
- sometimes some actions don’t work and i don’t know why — example: sometimes pressing [up] and [jump] makes wallrun and sometimes it doesn’t
- this is a lot of buttons to keep track of. ¿maybe add a button that is either [dash] or [hook] depending what’s best in each situation?. and [pick up box] and [throw box] should always be the same button because i can always do only 1 of these things.
i will not need to make a real itch page for this:

if you still want to use this:

Autumn Tileset by sosasees is licensed under CC0 1.0 Universal
this tileset is usable with PICO-8
i am sorry to disturb but ¿would you mind spreading this info?: Metadata encouragement
the GIF format is no longer used because the WebP format is used instead. so i would like to not put GIF files in my submission.
i plan to put my assets in these 2 common image formats:
- WebP, the most modern format that’s supported by most widely-used programs today
- PNG, for use with some older but still widely-used programs
⚠️ Update
I had realized that DARS makes much more Sense as a Specification, not a Computer Program. So i archived the DARS Generator and created the DARS Specification.
https://sosasees.itch.io/dars-generator
create video game age ratings using the Developers’ age rating system (DARS).
pick the age rating criteria that apply to your game and get your DARS age rating — really useful for platforms like Itch, which don’t support official age ratings like from ESRB and PEGI.
screenshots:


website i recommend about choosing a license: https://choosealicense.com/



