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the_dot_matrix

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A member registered May 17, 2024 · View creator page →

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Thanks, as soon as I figure out a performant way to do properly filtered down sampling at any scale, I'll probably release this CRT shader. Keep an eye on mastodon. :)


And yeah, those two pain points seem to be our blind spot from play testing. I regret not having it flash or choreographing the movements more. Hopefully we can update it post jam.   

oh my gosh i am so sorry, i hope after the initial shock it was a worthwhile experience

i listened at the river, but i was too maniac mansion pilled to knock, i just kept trying to do something with the doormat!

omg, pretty sure this comment makes the YE joke generational, amazing

thank you again c:

added some tips to help with that
it's the one issue that didn't come up during playtesting the day before we submitted T_T
we have learned to give our game to non gamers
everyone on our discord spammed the bug button because it was funny

hope you enjoyed playing it! :)

you've added another word to my dictionary c:
i hope it wasn't too visceral (did add the health/safety warning just in case)
really hope you enjoyed the little twist in the fourth and final movement before the proper endings :>

thank you! lemme know what ending you got if you dont mind me asking :)

i have to thank my partner for both his contributions and conversations during the jam, that enabled a lot more direction and polish compared to my previous submissions


hope you made it to the fourth and final movement, as well as got one of the two non-game-over endings :)

mattly with another banger track

a fun arcade experience with depth and polish, yall seem to be really good at nailing that in the short time frame

the laser on hardest mode was... aaaaaaaaaaa

a very solid ui/ux/gameplay experience

i wish there were some fighting sound effects, as well as some indication of critter stats, but for a short jam, theres already a lot of content

had some issues dragging/dropping, namely it would not accept my shop to inventory drags unless the cursor was in the lower half of a grid cell. there also seemed to be some gray/white cell color changes that didnt match up with available slots?

my strategy became, drag all the enemies into the center, then surround them with my gang of critters

was fun to watch the carnage!

really hope you update this one, the engine you made has so much potential :>

turn based driving, if only real life was like this, maybe it wouldnt be so scary to drive ``^^

took me a second to grok the controls but it was intuitive after my first uturn lol

i tried cheating by taking a direct line to the finish, and ended up with a lower time but worse score than when i stayed mostly on the track

cool concept and nice execution! 

the least stressful game of tetris ive ever played, which is a good thing imho

got a little confused about the reversed gravity and level shifting up and down as i played, but other than that, it made sense and was a fun experience

the controls felt a bit slippery as i fought against the upwards gravity and also tried to place blocks accurately with last second shifts

an interesting take and twist on a classic, and with some more polish could be yet another classic folks play

nice work!

issac newton presents asteroids
a neat little concept, and i had fun trying to balance small course correcting shots with big blasts to clear the screen

sometimes the enemy circle would disappear but the aiming vector line would remain, though i dont think i could take damage from it

with a little tuning this could very well be a classic arcade game, very nice!

really fun cute little game

if the chicken could dunk, i wouldve lost my mind and protested that you win the jam by default

i hope you make more cool stuff in tic80 and beyond :>

super cute and cozy, the scale tone mushrooms are absolutely amazing, nailed a vibe for sure

opening the book and trying to remember the potions was a tad stressful, especially with the frame perfect timer in the top right corner... definitely reminds me that im waiting for ADHD testing lol

despite my anxiety, some sort of gameplay loop where the cauldron explodes on me if i dont do things fast enough would be a neat idea for post-jam. i hope you continue to work on it. it's got indie game potential for sure. 

its pong, its asteroids, its fun!

the collisions were a bit weird, and i think the mechanics would've lended themselves better to a square screen and a smaller paddle. 

however, the graphics, animations, and physics were all very smooth and sleek, and i enjoyed the music. definitely the start of a cool arcade game :)

The vibes were awesome and I really liked the UI/UX and animations. Similar to the other text based games, I really wish there was some music to set the mood, and some card/room drawing sound effects. This is a really nice proof of concept for a game though, and hope you work on the gameplay after the jam. We need a Black 13 rooms to balance out the Blue Prince. 

pretty astounding that you got stable multiplayer with text chat working for this jam

couldnt find much to do other than walk around, but the fact we can talk to folks like oldschool muds, man, we could make a little game with enough people on itch/masto signed on together

hope to see more updates!

Another transpiler, y'all are so impressive! Game ran fine though the framerate seemed a little sluggish?

Still, amazing technical feat. I wish we added that fourth rating metric I suggested from the Spring jam. 

Neat little game, but I was blown away to find out you also wrote the transpiler. Really awesome proof of concept and work!

The aesthetic is on point, but even with the helpful comments, I struggled to get much past the first era and area. The faux-console running the game made me want some old school floppy drive and monitor sounds. I really dig the dithering and delorean! 

The game is super cozy and reminds me of the original sim city games. I really liked the pixel art too.

With how cozy things are, I really could've used a lofi chill music track in the background to keep my attention while I was city planning.

There were two voices in my head: one wanted to make a cutesy ideal city, while the other wanted to maximize profit. It was really hard to build without profit, so the second voice took over so I could try out the end game. I wish I was punished more for dissatisfying my residents. There's the bones of a really good planning puzzle game here. I think those ideas could've gone farther with a slightly smaller scope.

Still, really enjoyable and awesome for a short jam. Thank you for sharing <3

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This was a really cute game, though I wish I saw the patched version before I got the dreaded love bluescreen.

The wiggly text and art really nails an aesthetic that's nostalgic, homey, and cozy. I really felt like I was back playing an old Digimon PS1 game for a moment there.

Also hope to buy y2roll this holiday season! Thanks for the fun!

Edit: I did have to edit the love.conf to turn off highdpi and usedpiscale to see the whole game on my retina display. Something to keep in mind if you continue working on this post-jam. 

The online environment worked like a charm, and it's neat to use something that looks just like an old Apple II desktop. Thanks for providing such an easy to use VM for a custom LISP setup!

I struggle with 2 rings and rubix cubes, so I think I'll be here until next week trying to solve this. :D

the audio was awesome, truly an experience

however, i couldnt help but want an accurate picture of the whole map, as well as some more hints

i could not manage to find a way to open the trap door, nor find my cat and feed them

but compared to most text adventures, i didnt get stuck in the "get ye flask" moments besides when i ran out of places to check for a key or a cat 

Omg another bug based game :>
It ran just fine with the default jre on my really old 2012 macbook pro running ubuntu 20.04 lts, though i had trouble with the lastest java version on windows. Not really sure why, but honestly common modern oracle L.

The game is super cute, cozy, and aesthetic. I particularly enjoyed wrapping up the flies.
All of the controls were intuitive as well, which I really appreciate.

My only issues were, when I resized the window, the flies spawned based on screen size, while the web stayed the same size. I just assumed that resizing was not considered so I scaled it back to it's original size, and it played great.

Would've loved to have seen more than one round of gameplay, but for a quick jam like this, awesome job!

I also tried ecl, as per your blog post... after install quicklisp, this is what I get:

I tried running your instructions given a fresh install of common lisp, quick lisp, and emacs. After running emacs and launching a slime shell, this is what happens when I try to load McClim. Pretty sure it's using quicklisp to load, but maybe I did something wrong in setting up my emacs enviroment? I followed the instructions on the common lisp and quick lisp websites. At least I'll be able to take a look at the blog post and posted gifs! :)

To anyone who didn't get to the latter half of the game, which, no spoilers, is obvious by the change in tone as well as the two climatic ending screens:

I added some tips for how to get farther. Sadly these things didn't come up with the handful of play testers we had, but clearly the UX has a bit left to be desired.

I hope you're willing to give it another shot with those tips, to get the full experience. Thank you for playing. 

I swear I wasn't making adjustments on level 1, but I probably was. And the camera wasn't too bad, I just got too crafty for my own good. Though where I ended up was fun, despite having to revert it.

I'll have to show my Rhythm Heaven enjoying friend the game, I was a DDR / Parappa kid but they played all the DS music games!

For many submissions for both Springs I've contributed, I have desired having a 4th likert scale for Technical Merit.

Many submissions involved a ton of work "behind the scenes." Either custom languages, engines, theories, algorithms, data structures, or compilation pipelines -- often done during the jam -- that I believe deserve their own dedicated 25% of the score. It would also mean folks who spend the 10 days on more difficult foundations still get celebrated as highly ranked in the fourth category.

However, I could see how this could be against the spirit of the jam, and totally understand if it would divert the focus from the core intentions. Just thought I'd share since it's a repeat thought for two years now.

Very good point, I updated what my partner wrote. Hopefully the manual makes the gameplay a little clearer.

thank you, that means a lot coming from you

Yet another project where I wish there was a technical rating likert scale to give you 6 out of 5 stars. Thanks for explaining! Incredibly impressive!

I demystifyed some things in my reply to technomancy. Apologies that the walkthrough tutorial levels and hints in the bottom right we're not sufficient for an enjoyable playthrough. Definitely something I'll work on for next time.

The only way to "lose" the puzzle is: 

1. End up with 2 status effects (center left) of the same parity (across from each other), soft locking you from any other status transitions.

2. Running out of little guys to interact with, and having 0 cards in your hand (top left), with a status effect, leaving you incurable.

You acquire a card in your hand when you attempt to interact with a guy who is directly weaker than your status effect. Acquiring cards in your hand is neutral. You can use cards:

1. from the top with Y, effectively storing and reusing an interaction with said little fellow.

2. from the bottom by acquiring 4 cards, bumping you back down to the limit of 3, while using the discarded card similarly to #1

#2 is supposed to be a punishment while #1 is admittedly less restricted than we would have liked. Many puzzles can be solved in shorter solution paths than designed by using multiple cards with Y at the right time. Unfortunately, we struggled to restrict #1 in a way that wasn't too frustrating, confusing, or rendered puzzles impossible.

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.

Very apt feedback, thank you!

That's awesome! what a cool framework :D

I'll have to take another look tomorrow, appreciate the explanation.

Took me a while to get guix to build, but the game ran flawlessly once I did. I really enjoyed the puzzle at the end. Some more platforming would've been nice, but the first stage had a really nice art style and vibe to it! Danke, drachi! 

Really happy to see such an ambitious idea attempted for this jam. Don't give up! 10 days is so short, and interest compounds exponentially if you stay consistent and forge ahead!

My one recommendation, have you considered using a term rewriting system to break down your procedural generation explorations into smaller, more tractable projects, that will run and can be visualized every step of the way?

It's a pretty nerdy thing to use, but there's a great video on defining games in it's Domain Specific Language.

At the very least, you may find it interesting to check out for another project.

I had to modify the requirements.txt to use hy 1.0.0 instead of 1.1.0. Also, the makefile could really use a clean directive... a couple commands failed and I had to figure out what dependency was missing instead of remaking. Other than that it ran fine on Ubuntu 20.04 LTS on a 2012 Macbook Pro.

The macro command is so cool!!! I really enjoyed trying combinations and the puzzle platformer feel of the game.

I did find a couple bugs, mostly involving spamming buttons during the macro playback (hard crash on the values list), as well as using macros to no-clip out of most of the levels. Though honestly going hacker mode with the macros was more of a feature than a bug, as it doubled my replay value and enjoyment.

The concept is really creative and I really hope you continue to work on this game! :)