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the_dot_matrix

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

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Thank you for playing! I think I'm going to get into retro 3d after this ^^

Thank you for your appreciation of the retro :pray_emoji:
My hope is to one day make making games like this as accessible as your use of tic-80.
Still thinking about your pixel art and wicked TAS.
Thank you for playing <3

In the words of Will Ferrel in an outdated reference of Anchorman (2004): "I'm not even mad... I'm impressed!"

I'm glad you enjoyed the vibes and walking around in my weird little town <3

I'm in Boston, but many of the areas were inspired by my friends photos from Cap Hill towards the City Center!
I may continue working on the game, and an awful escort mission is now at the top of my list haha.
I do have to come up with a subtle yet good enemy idea that isn't too obtusely political... hmmm... I'll figure it out!
Thanks for the kind words and glad you enjoyed the playthrough <3

I'm glad the controls we're too jank! It's been such a Millennial vs Gen Z / Alpha moment, depending on who loves the nostalgic controls, and who wonders why anyone would ever make controls like it, haha!
Glad the vibes hit too... I seem to keep making semi-interactive demoscene jam submissions.
Next time I'm gonna go for Capital-G Game. 
Thanks for playing and glad you enjoyed it!

I am surprised I got .obj parsing and animations working this quickly too, as well as a modified depth testing pipeline ``^^
Glad you enjoyed it!
Writing a note for me to focus less on crazy code and more on art/music and especially ***gameplay*** next lisp jam.
On your comment because as always you're the inspiration! 

thank you for playing! I'm glad you enjoyed it :)

Sorry about the controls! If it was:
1. tank controls... yeah they're like that, it's an honest recreation of something I probably should've improved
2. US wasd layout... my bad on that,I put a note, but I accidentally didn't use the scancodes so on alternative layouts common in the EU, the controls are spaced out weirdly
I am very grateful for matly's post and my joke somehow turning into a game. I'm glad you liked the premise. Me and my Queer friends have been living this game ever since haha. 
Love 12 requires OpenGL ES 3.3 in browser, which is a bit under a decade old, and my browsers don't support it. Glad Chromium worked without a hitch  though!

I really liked the dithering of the background combined with the card art. It's got a vibe for sure.
The rules were simple enough to get, though as things got more hectic, I wish the UI would help me see the combos so I could keep up with the draining health bar. I really like this grid + solitaire-esque style game. There's definitely something here and I would love to see a more fleshed out version with more card based rules and mechanics. Still, very fun play as it is!

I liked the Quake-esque voice actor lines. Everything worked well except the text rendering was a bit weird, and when I interacted with objects in quick succession, the game would freeze up (namely the gold barrels at the inn). I enjoyed the turn-based combat as well as the overworld. It feels like the start of a really classic Rougelike adventure. I hope you continue to work on this one, would love to see more!

(2 edits)

The fun stuff:

Awesome game, concept, puzzles, and music! Seriously top quality and the polished levels made it a fun experience I'd expect from like, a 5-10$ mobile game. You have a knack for fun interesting puzzle games fit for a wide audience.

The not so fun stuff:


Had to update to JDK 26 rather than the latest JRE to get it to run (otherwise bit.flip() returning Buffer vs ByteBuffer would crash on start). Supposedly there's javac --release games that are supposed to be played to make the jar more portable for JREs.
I also had a hard crash on drawing folds at very particular angles... console output attached:

WARNING: A restricted method in java.lang.System has been called
WARNING: java.lang.System::load has been called by org.lwjgl.system.Library$$Lambda/0x00000000392d1fe0 in an unnamed module (file:/D:/Downloads/foldl_windows.jar)
WARNING: Use --enable-native-access=ALL-UNNAMED to avoid a warning for callers in this module
WARNING: Restricted methods will be blocked in a future release unless native access is enabled
WARNING: A terminally deprecated method in sun.misc.Unsafe has been called
WARNING: sun.misc.Unsafe::objectFieldOffset has been called by org.lwjgl.system.MemoryUtil (file:/D:/Downloads/foldl_windows.jar)
WARNING: Please consider reporting this to the maintainers of class org.lwjgl.system.MemoryUtil
WARNING: sun.misc.Unsafe::objectFieldOffset will be removed in a future release
#error {
 :cause "Divide by zero"
 :via
 [{:type java.util.concurrent.ExecutionException
   :message "java.lang.ArithmeticException: Divide by zero"
   :at [java.util.concurrent.FutureTask report "FutureTask.java" 124]}
  {:type java.lang.ArithmeticException
   :message "Divide by zero"
   :at [clojure.lang.Numbers divide "Numbers.java" 190]}]

Awesome look and music, ran on love 12.0 just fine as long as I enabled depth in the conf (I also enabled fullscreen :>).
I was really enjoying the vibes until I fell off one too many times (I wish it just popped me back on the track). Also I got unreasonably mad when I tried speedrun tech on helixer and my super shortcut didn't count as a lap! It's Mario Kart speedrunning all over again.
Really cool as always, and I love the new MM splash screen!

As always, I'm impressed at how solid of a gameplay idea you get, and how much content you expand it to, in such a short period of time. This one was a lot of fun. I enjoyed the earlier half a bit more as the AI stuck to the paths more a la Bloons TD. I struggled to come up with a winning strategy for the more open ended maps and towns, especially with the path-finding on the enemies with higher health values. Part of me wishes continuing a previous entry was a thing, because I would love to see this, the Autumn game, and the original Gnomic in the series, get rolled into one amazing title! 

I really like what's there. Please add gameplay and post an update when you do! I will come back and play it in a heartbeat. 

Only worked if I went fullscreen, otherwise the clicks weren't working. Really cool concept, and I love the images used. I was able to cheese most of the levels by tacking all the closures on, then going to R, putting them back in a random position, so I could just make simple open-close pairs. There's a neat game here, hope you continue to work on it after the jam.

The only generic usb gamepad/joystick I have is my Cobalt Flux DDR pad. It did not recognize my inputs. Unfortunately my Dualshock controllers only work through Steam. :c

Really neat idea. I should've gotten a friend to play, because the random bot was too easy. It was fun to shift the board against them and watch them struggle to win. Add some sound effects, throw this on a phone, with matchmaking, and it could be the next viral app!

The TAS made it look so easy... I left hundreds of dead parkour men before I gave up about 75% of the way through. Some of the screen transitions into hazards were brutal on my old self's reaction time. Another checkpoint or two, and this would've been a perfect jam entry. Awesome art style, music, and general vibes. Please make more cool stuff!

I enjoyed the setup of the game once I knew how each tower worked, and where the enemies were spawning from and moving towards. Played longer than I expected. Would've kept going, but double clicking on the tower selection for some reason crashed my game and I lost my progress a couple times. Hope to see more like this from you!

I really enjoyed the hand drawn scenes on the right, though I am curious of the artist of the cyberpunk city on the left. The story was very engaging, reminded me of Firefly. I got to the end and enjoyed the tension. I think you have found the style of game where you shine brightest!

Super unique concept! I wish I knew more about Mahjong, but once I knew the hand size matched the width of the screen, enough things started to make sense for me to enjoy it. Some sounds and a hand helper UI on the side bar would bring this game to another level. I really hope you continue with this idea, it could be very fun and addictive and catch on! Also never thought I'd see a Godot Scheme pipeline. Amazing tech work!

Zeit got a sequel hell yeah! The timing / pacing was a little quick on the intro, so I had to refresh it twice to read it. Got stuck at the Lake a few times, but was able to travel to most of the areas when I started spamming other starting directions at the car page. I still absolutely love the lowspec colors and dithering. Such a vibe! 

I really like the concept and pixel art! If the chicks moved a bit faster, and I could wrangle the herd to a goal location, I'd play this for a long time. The collision physics seems to be broken on the right and bottom walls, though I did have fun collecting some chicks outside the map! Hope you continue to work on this, the pixel art is super cute and it's a great start!

This was a lot of fun! My brain hurt trying to figure out the color pixel rules, but in a good way. 
The only annoying thing was accidentally pushing the puzzle pieces against a wall/corner, and not having an easy way to reset. I did refresh the page to try several times due to how entertaining it was. Thanks for making this, hope to see more!

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 :)