Thanks for the feedback – making that type of game is a long-term dream of mine! But I think I'll need to work my way up to it. 😅
Tim Knauf
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Here's something pretty special: the talented Nick Kouvaris has made a faithful – and extremely impressive! – remake of Laser League as an example project for his programming language, Hobby BASIC. The remake was made with my full permission and indeed, enthusiastic encouragement. Thank you Nick; this is so cool!
More about Hobby BASIC: https://hobbybasic-guide.netlify.app/
Nick's post about the remake: https://board.flatassembler.net/topic.php?p=246090#246090
Somehow I missed your post at the time, but I wanted to belatedly thank you for this thoughtful take!
I love A Dark Room! The "I wonder what's going to happen next?!" angle is huge for me. Numbers going up are fun, of course, but I love how the game keeps revealing more and more of itself – "unfolding", as you say.
I wanted to get a little of that spirit of discovery in Truffle Wizard, even though it's mechanically a lot simpler than A Dark Room.
(And, all going well, there will be more of it in the upcoming commercial revamp of Truffle Wizard as well!)
Hi everyone! Thank you for the continuing lovely response to the game.
I'm considering developing an enhanced version of Truffle Wizard for a commercial release on Steam. I have some ideas of my own about what I'd add for that, but thought it would be great to ask everyone here first.
So: if you had your own "Arguably Somewhat Forbidden Book of Magic" (😉), and could use it to change, add or remove something from Truffle Wizard: what would it be?
I'm new to itch.io development, and first I have to say how impressed I am at the developer experience. From butler, to the page design tools, to the friendliness of the community, it's been fantastic.
Signed by ’89, an HTML5 game, had a no-audio problem on some Safari and Brave browsers, which I believe I've now resolved locally. I've been testing using a local HTTP server and my own "pretend this is running on itch.io" iframe wrapper, but I'd love to test against the real itch.io environment. I'd like to push an "update candidate" which I can test thoroughly without affecting the live build.
So far I haven't been able to work out how to do this, using butler or any other method, short of creating a whole new "unreleased" project just for testing. Is what I've described possible? Am I missing something obvious? Thanks!
My poor peons! Hundreds of deaths, and I've still not reached the ending yet. But damn, this is great stuff. It's rare to see a game jam game that feels so polished and complete. Fresh combination of puzzling and precision, with clever mechanical touches like (as Steven said) dropped chests staying behind for a few precious seconds. Adorable pixel art, and love the perfectly-matched chiptune soundtrack. Excellent stuff.



