can't agree on making it blue, but adding more characters into the environment is a lovely idea
voxel
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I'm finding this really tough despite having played Bread and Fred, a game using a somewhat similar mechanic. But the presentation is amazing. I really like this red-figure/black-figure greek pottery visual style. Music is also good and the gameplay feels very solid, the fact that it's hard is down to me being bad, not the game being unpredictable or unfair
Thanks for including the small-step modifier for precision aiming! For me this really makes the game, I got a bunch of hole-in-ones thanks to it. Lots of fun maps, but more would be nice. Some sounds for feedback (maybe even an applause sample for when I score another amazing hole in one?) I had a lot of fun with this
Super visuals, very fast and fluid. I don't have any friends I couldn't find anyone to play with, so I really appreciated the AI player. At first I thought they were easily cheesed by simply jumping at the last moment, but then the AI beat me repeatedly. The shrinking arena adds some real pressure. Cool simple gameplay with good execution, I'd love to try this with someone
I haven't finished yet but I'm really impressed by the sheer variety of areas and art. Also the writing is hilarious, I laughed at the janitor conversations. I got confused about where I was a few times, and lost out in the wild west for a while, but that's probably just down to my own poor spatial memory. Fun!
This is incredible: you squeeze so many movement mechanics into one little package. I is a super dreamer and I had a great time collecting all the stars. I would have finished in half the time if I'd read the instructions in advance, but then I might only have had half the fun. Great variety of areas and puzzles, but the real stand out for me was the traversal mechanics, I felt a real sense of mastery as I learned them, and was having a blast just moving around the map.
I love the art, it's nice to walk through an RPG like environment blasting bugs. Some of the weapon upgrades felt more like downgrades, and the wave difficulty felt kind of random. I liked having to choose between different paths in some sections, somehow I don't know why this isn't a more common feature, it's good. Great entry!
I primarily use my itch account for sharing my jam games, but also have a paid game available. Currently I'm finishing up a bigger commercial project and am wondering if I should make a more 'professional' studio account to sell it from, one where the profile isn't filled with jam games and prototypes that might reflect poorly on the game; because 'your average customer' might not appreciate the difference between jams and my more long-term work. Anyone have any thoughts on this? Do you sell games from an account where you host your gamejam entries? Am I overthinking this?
I received a promising email from support that says they're investigating a solution, which supposes that someone there is convinced this is an actual problem and we're not just crazy.
Specifically for my problematic download: the page has a web build of the game, with download links beneath. Support say: "Thank you for the report, we have narrowed down the issue as being related to the SharedArrayBuffer support that is enabled on the page for the browser version of the game. We’ll be looking into making some changes to resolve the issue in FireFox."
haha, wow I'm bad at solving these things.
I love the look of this. It's a very nice presentation. Some audio would have been appreciated, but this *is* a COM game. Took me a little while to understand the rotation system, but it's probably obvious to anyone that uses cubes.
Maybe a 2x2 mode for newbs like me could be added 😊
This is still happening to me, using Firefox in Australia. I contacted support and they replied:
"There appear to be no issues accessing the download for your page. It’s possible there was a temporary outage with our CDN. Remember, download URLs are generated when the download button is clicked and expire shortly after to prevent hot linking. Ensure visitors access the file by visiting the page and clicking the download button, rather than sharing a direct link to our CDN."
Yeah! This is great fun and has such a lovely presentation. I had a real 'aha!' moment when I realised how to make blocks fall, and suddenly the game went from simple to somewhat involved. The beeps and boops are great, though my kid insists the blocks explosion sounds like a fart. My only very minor gripe is that I don't have proper cursor keys on my computer and would have appreciated a modern WASD alternative, but kudos for such an authentic DOS experience.
Nice work! It was fun to compare how the game presents in different video configurations. The gameplay is a little basic - I'm no tetris pro but I'm used to being able to rotate pieces at the last moment to kick and nudge, and that's missing here. But it's still a solid implementation of everyone's favourite time waster and the fact that it seems to work on just about every possible MSDOS configuration makes this a great one to keep on hand
Real Games (tm) let you slide around corners you'd otherwise bump your head on when jumping, like Mario when he jumps with a few pixels of overlap into a solid block above. FISH does this too but in a slightly less player-friendly way, where you lose a frame of jump for each frame spent sliding sideways around a corner. Because the max jump height is only a few pixels more than the amount required to make the jump, any jump height lost to sliding around the corner means you probably won't be able to make the jump. Probably the easiest fix would be to increase the maximum jump height.