Well-built game! The art, music, and puzzles are nicely designed. The process of elimination is a bit counter-intuitive. But other than that its a charming puzzle game with a catchy tune.
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This maze takes me back to engineering 101 where we learned how to draw top, front, and right views of parts on special graph-paper.
Video games are in a sense the perfect communication medium. They can have text, graphics, interactive demos, and much much more. I hope to one day develop a proper 4D engine (with lighting, shading, occlusion, textures etc) in order to visualize polytopes and other objects.
That motivation bar is quite realistic lol. I am seeing more and more neglected talent: people who have all sorts of neat ideas who are being ignored by both academia and industry. I am hopeful that some of their innovations, not constrained by the cooperate world, will move society forward.
Short and difficult, reminds me of the Newgrounds era. You can't jump again until the bouncing animation finishes. Harsh.
Making small games such as this is a nice break from my large, open-ended projects.
"Run, collect, run, upgrade, run, shoot, run, run, run". The 8-bit cemetery starts out easy enough, but the ghost and ghouls get faster and faster. Gamedev definitely stress-tests "clean code" practices. I am inspired by *Factorio* (the blogs were recently resumed) as a large-scale, performant, highly stable game.
A reflection of some common childhood fears. Video-games are where code meets art. I live in code but visit art from time to time; I somehow fit art culture better than the “tech-bro” culture. It’s nice to try a game powered by words and stories instead of math and GPUs.
“Never look twice” neat idea with a steady difficulty curve. Great for Sokaban fans seeking a fresh challenge with a unique way of “route-finding”. I will also check out enginesdatabase.com; I see much potential for game engines both within and outside of gamedev.
I used to play a clone called "playing with fire" with a friend. We would always try to get two pairs of "running shoes" for super speed. It's nice to have an open-source template in case anyone wants to make their own version.
“making it perfect for discreetly playing at work or while watching something on your computer.” Wouldn’t we all like to cheat and sneak in a game here or there! Indeed making a game fit in a tiny amount of screen is good for us multi-taskers.
Charming and spooky artwork complements this side-scroller runner. You run at the exact speed as the pumpkin, which means every second not moving has to be made up with the uncommon “pocket-watch” power-up. Needless to say I ended up as pump-king food pretty quickly, if I practiced more I think I could beat it. Once again the hallowed-nights art is very nice.
“Ice blocks move 3 blocks each ‘push’ at min size, than 2, then 4/3, then none at all.” This is a great core mechanic! The contradictory demands of size vs push distance could set up some tricky puzzles. Look forward to other game prototypes you develop.
Besides the “dual ammo” that rewards careful aim, the enemy inflation mechanic (where larger enemies break more bricks) was quite nice! Developing a complete *in three hours* is way beyond me. Are you planning on doing more 3-hour jams?
"is that I try not to rely on traditional enemy-based or violence-based mechanics"
Good point! The vast majority of platform games have enemies/hazards "hit this and you lose a life/HP/restart level". It gets old quickly! Making games is hard work, I can only squeeze out a (very small) game every couple of weeks myself.