I’m glad someone got that reference! There are a lot of historical references hidden away but they are almost all pretty subtle. Each system is named after a real-world port that had some trade significance during the period of the Opium Wars, mostly by taking a very literal transliteration of the name of a real city. But I think for the most part the references are much too well-hidden.
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I’ve thought a bit about this, and I think it’s reasonable that entries demonstrating something wild like a completely new lisp implementation should probably get some bonus points for that; filing it under “creativity” is maybe not quite fair.
In a past jam, we had a 4th category for “Language use - how well was Lisp incorporated into the design” and I think that was added in order to address the same thing you mention: (this was before I was involved in running the jam)
Unfortunately it was not very well-received; people felt that it was unclear how to interpret and rate based on that criteria. I do think that if we used “Technical Merit” instead that it would be clearer than “Language use”. But it is rather difficult to gauge this by playing the game; would this mean that you need to read the source before you can rate the game?
I don’t know; I’m not against it altogether, but I’m interested in hearing what the rest of the community thinks.
Makes sense; thanks!
In retrospect: I have an unhealthy aversion to text in my games. A bit more verbosity over the hints in the bottom right for the first few tutorial levels would’ve went a long way.
It doesn’t have to be in the game either; like you could put the explanation in the itch description too. The nice thing is the itch description isn’t locked during the jam period; I have added a few hints to my game’s description even once the submission period ended.
Well, from my perspective the annoyance would be the same whether it’s clicking “no” on the approval or just doing a normal disqualification the way it currently goes.
The real question is whether the approval step would serve as a disincentive for the spammers so that they wouldn’t even bother submitting in the first place. Hard to say without trying it.
Cute lil blobby fellows; I like the feel of it.
I felt like there was definitely supposed to be a specific order you’re meant to do things in, but I could have used more feedback indicating the difference between picking the right way and the wrong way. Is it bad to get cards that show up in the upper area?
I wish there was more focus on exploration over trading goods
There is more to the game than just making money, but we didn’t get enough time to add enough hints to push you in the right direction. Hopefully that can be added after the jam.
The gameplay is surprisingly complex yet cohesive for such a short jam.
Thanks! That is probably because it is heavily inspired by the first game I ever made, which I worked on for four years: https://technomancy.itch.io/bussard =D
I’d love to hear both of y’all’s thoughts on tic80 vs pico8 for development
I also am not much of a fan of pico8, for a few different reasons, but the main one is that the font gives me a headache! The other big advantages of tic80 are that you can use an external editor, and that it supports Fennel instead of just Lua. The developer is also really accommodating and helpful to people who want to help contribute. I’d recommend giving it a try some time!
In past game jams I’ve run, we’ve often gotten one or two entries from a spammer who does not read the jam rules and simply submits their game to every single open jam. I don’t know what changed this time around, but we’ve already had seven spam entries, and the jam isn’t even over yet.
Every time I go and look at such a spam game, it’s a dead giveaway because the entire right side of the screen is covered with the list of all the jams that they submitted to; for example on https://leenrdo.itch.io/knowledge-challenge-trivia-hunt
I know there are legitimate cases where you may want to submit a game to more than one jam, so limiting it to one jam per game is probably too aggressive, but if there were a cap of maybe 5 or 8 maximum jams you could submit a single game to, it would probably help cut down on the spam submissions.
Thanks!
Typically when I don’t rate a game, it’s usually because it’s hard to get running on my machine; like if it requires installing a specific version of a compiler that isn’t in apt-get, or if it needs a newer version of OpenGL than my machine supports. The jam description specifically recommends web builds because then it’s easier to get people to run and rate your game. But in practice, sometimes games with web builds still don’t get that many people to rate them.
In previous years we’ve had a rating period of only 3 days; that usually felt like it was difficult to try to play and rate all the games in that time. That’s why we expanded the rating period this time around. I personally felt like it was much better; I didn’t feel rushed. But as you note, overall it didn’t make that much of a difference, so I suspect the actual problem is probably not lack of time? I don’t know.
Thanks for your submission.
The jam rules indicate that art must be attributed to the original creator. Did you create the cover image? If you cannot credit artist (for instance if it came from a generative algorithm) it is not allowed by the jam. Since it looks like it is just the cover image and not part of the game, it does not necessarily disqualify the whole game, but the cover image would need to be replaced.
Thanks.
If you have any specific questions about Fennel, feel free to ask here or in #fennel
or #lispgames
on libera. We also have https://fennel-lang.org/from-clojure for people coming from a Clojure background.
TIC-80 is very easy to do browser-export with but it can feel limiting if you have a specific game you want to make that needs more colors or pixel resolution. Love2d is quite good; it’s a little more work to get it running in the browser but still possible, and its constraints are less severe. But you need a lot more 3rd-party stuff like art/map/music editing programs outside love2d.
Cool! If you want another take on the topic, I wrote a post here about a simple raycaster in 43 lines using TIC-80: https://technomancy.us/193
Hello jammerinos!
I know we often get a good number of submissions that use TIC-80, which is a retro-styled “fantasy console” for building games with harsh technical constraints around resolution and limited sprite sheet size. It makes it easy to export games to play in the browser, and anyone who plays your game can “peek behind the curtain” to see the code and art and even make changes to it live without recompiling.
TIC-80 supports Fennel out of the box, but the current release has an issue where the stack traces reflect line numbers in the compiled output rather than the original source code lines.
I have a fix for that bug here: https://github.com/nesbox/TIC-80/pull/2705
So if you plan to use TIC-80 for the jam, I highly recommend building from that branch, or from main once it gets merged, since it really makes a big difference having the line numbers when debugging.
I should elect my tech before the Jam starts and figure out packaging and distribution first.
This is really good advice. If you choose a lisp that doesn’t have a good out-of-the-box distribution story, it will eat up a lot of your precious jam time unless you get that solved ahead of time! The jam rules mention this already, but perhaps it could be emphasized more.
While I don’t love Appimage for general-purpose application distribution, it’s actually a pretty good fit for games, especially if they’re single-player.
I worked with my son this time who is 9 this time around.
Also really good advice! I’ve been collaborating with my kids for the past 6 years on this (they were about that age when we started!) and it’s become something of a tradition to play thru all the entries together and talk about what we like and don’t like. Kids are great at finding bugs and noticing when things don’t make sense.
Yes the cover image is generated by ChatGPT (spit!) but so what?
This will probably not be allowed next time. It’s important to credit the original creator of whatever code or art you incorporate into your game, and these tools make that impossible.