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wakeman

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A member registered Oct 27, 2020 · View creator page →

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It's surprisingly easy to get evocative suggestions from this! I also love the idea of it recognizing individual devs.

Wishlist:

  • view a list of the possibilities for each category
  • click to speed up the text
  • click to speed up the roulette process

Favorite suggestion so far:

  • Genre: Survival-horror
  • Theme: Let's be friends
  • Limitation: The game must have a frog.

How did you put together the lists for each category?

I definitely see why you would call this a "game" and not a "tool," but I think I can also see why the creator would disagree.

I think what the creator is trying to say is that if an app is made for a purpose (one that isn't entertainment), then maybe it can be called a tool? This app is meant to help you improve a practical skill. You use it to get better at arithmetic -- that's its purpose. This is different from something like Among Us, where the purpose is entertainment. (Yes, you might also learn a practical skill like deduction by playing Among Us, but that's not why you'd play it and not why it was made.)

It does seem like a very permissive definition though. Is a hula-hoop a tool for cardio improvement? What about a jazzercise class? (If we keep this up, it starts to sound like another language game: is a hotdog a sandwich? what about a bagel? etc.)

In any case, I don't think the creator is trying to sneak this into the jam for more views or anything, it's just coming from a honestly different understanding of "tool."

Long story short: language is floppy, long live language.

I've tried a few different file types (PDF, WAV, EPUB, OBJ) and sizes, but I always get the same result: entirely transparent images. The dimensions do seem to vary, though. This happens whether I run the tool in Chrome or Firefox (both in OSX), and regardless of where I try to view the image.

Wish I could get it to work, it's a fun idea!

Very stylish. I really like the random preview options. And the presets. I'd love to use this for a game or other bit of art!

The only trouble I had was accidentally using the dither "import" button when I meant to use the preview "import" button (and was alarmed by the now massively-resized left panel). Since they're both simply labeled "import" (and the possibility of importing the threshold map(?) may not be immediately obvious) it seems like maybe this could be an easy mistake to make? Possible solutions: move the import buttons next to their respective save buttons (like a get/set or download/upload pair); tweak the labels ("import threshold map" & "import preview image"); add a "threshold map options" title to match the "preview options" title.

A tiny feature wish-list:

  • hotkeys for bumping the current layer up/down (rather than using the mouse)
  • resizable panes (mostly so I can view the preview larger and hide the threshold map)

I've already spent awhile just playing with the options, saving previews. Nice work!

Fantastic. Even just swapping out the vowels with just "ø" produces visually interesting results. I love the idea of using this for conlang, too. Surprisingly fun & useful for something so simple!

This looks like a real time-saver!

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Actually the creator of this jam gave the go-ahead to update while ratings are still going on (I asked in the "community" (forum) area), so I've gone ahead and added an eyedropper tool (called "copy color," since I'm not sure if most people are familiar with the eyedropper name). It's available to use now!

Thanks, will do! (I have a new feature ready now, in fact!)

Hah, this is a fantastic way to tie in the optional theme! The feature-set is great too (I especially appreciate the ability to pause the heart-timer). I might actually try writing with this later for NaNoWriMo.

One minor nit is that I had a little bit of trouble getting oriented at first, since the heart was beating but not at all bothered when I stopped typing (eventually I figured out that I should press the play button -- I imagined the timer would start as soon I started typing). A bit of visual feedback on the play/pause state would be helpful there (an icon over the heart? a color-shift? stopping the heart?).

It'd be neat if all the features could be toggled separately, instead of picking between individual modes (so I could write without the backspace key, without seeing the text, and with a time limit, for example).

One last feature request: a 0.5 and 0.25 speed setting.

Thanks for making this!

Is it okay to update submissions during the rating period? I assume the answer is "no," but I figured I might as well ask.

To be clear, my submission isn't breaking or anything, there are just a few more features I'd like to add in. Voting period ends pretty soon, so it's not that hard to wait, it would just be nice if the new features could get the extra attention from the rating process.

This is fun! I wish the placement grid was a little bit smaller, though -- I had trouble placing guns in the front center of hulls, for example. Or aligning wings & h-connectors with suitable edges of hulls.

I found a strange issue while testing on itch.io on Firefox: when I open the app in a new tab, it resets the title and text, so they are empty. This does not happen if I open a new window and paste in the address, but it does happen if I open a new tab and paste in the address. Right-clicking the "play notepad" link from this tool jam rating page and opening the link in a new window does the same thing (saved state is lost). It's very odd. Because I'm entering my comments in one tab, and opening the app in another tab, at first it seemed like saving did not work at all.

I tested a project of my own that does more or less the same thing (it uses localstorage to save the text typed into in a textbox, as it changes, and recovers that text when reopening the page after it loads), but I didn't encounter any issues there. So it doesn't seem to be specifically a Firefox issue. One difference is that my project is hosted on github, rather than itch, but it's hard to tell if that's definitely part of the issue without further testing.

Does this make any sense?

Thanks for the clarification! It might be good to put that extra bit of information about the web build in the description, or maybe consider removing the web build entirely if it is "totally useless," just to make sure people use the better version. In my experience, people usually choose the web build first, because then they don't have to download anything. (I do this too, I confess.)

About quotes:

There were two issues with quotes I was trying to describe. After checking again, though, I was only able to reproduce one of the issues -- I think I just got confused about the other one.

The reproducible "issue" is just that when we write English, we often use the single-quote character (') interchangeably as an apostrophe (for example, when we write "it's okay" or "we'll be fine"). This means that if you're using TEKST BOKS to write normal English (especially American English, where the single-quote character is almost never used for quotations) the formatting looks strange, because it treats the apostrophe like it is being used for quotation. You can see this in the image below:

This isn't an issue at all if you're only writing code, of course. From the description, though, I imagined using this to take notes and write todos, which would be natural English (not code). Does this make sense?

The non-reproducible issue was that only single-quotes (') seemed to be triggering the formatting change, whereas double-quotes (") didn't. But I think I probably just didn't notice an earlier single-quote, so all my tests of double-quotes were inside a single-quote. (Like where it says "Hi, Ed" in the screenshot.) So I think this isn't an issue, just confusion on my end.

About hotkeys:

I'm testing on Firefox in OSX. I've tried Command, Control, and Option, but none of these jump between words. It may just be an issue with the web build, though -- I have not tested the mac build.

Interesting, "common" + "beautiful" is a thoughtful combination, and definitely works well for this. Thanks for explaining!

Label-wise, maybe special text treatment (e.g. size, font, opacity, or even using a photo of handwritten words) or icons (e.g. disk for save/export, boat or walking figure or bird with wings spread for wander) could help? Just a thought.

Come to think, varying the text treatment (bold, size, italics, color, font) for the words could be interesting too -- more like using actual clippings. Though honestly I kinda like it as-is; it feels more about the words themselves this way.

This is a great proof-of-concept! I have been thinking about making something like this too, with a basic drawing tool and html image maps, inspired by flickgame and flicksy. It's fun to see how you executed this!

I'm not sure what issues have already been reported, so I'll list the ones I found:

- The image importer's "preview" size does not seem to match the "final" size of the image (it looked like it would fit the window perfectly, but then was giant and a little blurry).

- If you shrink the image too much, it is top-left aligned. (It would be nice if it were centered, or draggable to position it by hand.)

- If you don't change the target scene in the gate editor (e.g. because you want it to go back to 0, which is selected by default), then the gate doesn't go anywhere.

- It's hard to place gate polygon points near the edge -- it'd be nice if there were a bit of buffer on the edge that accepted clicks, or really if the listener applied to the whole window and then just clipped the x & y coordinates to the nearest edge if they're outside the canvas area.

- It's hard to see the polygon points & fill on greyscale line-art (I was using exports from my submission to test). It might be nice to use two different-colored lines with filled circles when editing the gate polygons, and maybe a patterned or color-inverting fill for the gate polygons. Or maybe you could make the line & fill colors user-editable. Just some ideas.

On the whole, everything felt very intuitive for me (speaking as someone who has tried flickgame and flicksy and wanted to make something like this, at least. I would have no problem using a finished/bug-free version of this to make a game, and would be happy to do so.

(Also, I liked the "mood," it's fun to make it happy. Does it do anything other than change the "mood" text?)

Thanks for the feedback!

I agree,  a palette would be very useful.

By "color picker" do you mean something like an eye-dropper tool, where you'd click on a rectangle to sample/select that color?

I wanted to add both palette & eye-dropper, but didn't quite have the time. Since there are ratings for this jam, I feel weird making an update while that's still ongoing, but adding an eyedropper would be super-simple; maybe I can add that after the ratings process is over.

I used the web version and noticed it said it was "for showcase only." How is it different from the other builds? It might be good to add this to the description.

A few other things I noticed in the web version:

The ' character seems to be treated as quotes, I think? So if I write "I don't know" then "t know" (everything after the ' -- even on new lines) is colored differently until I use a ' again. This is a little odd when using it for non-programming language, in contractions (like "isn't" and "it's"). The " character is not treated in the same way.

Also there doesn't seem to be recognition of any hotkey for jumping between words with left/right arrow keys (option on mac, ctrl on pc). I don't think I tried Home or End though.


Thanks for sharing!

Good words! How did you find/build the list?

The bolding on mouseover is helpful; "wander" as a label is strong.

The lack of labels on the two buttons until mouseover was a bit confusing at first, but on second thought I suppose it's to avoid visual competition/confusion with the other/nestable words? I wonder if this may impact mobile usability (if that's planned) though.

It'd be neat if there was a bit of animation while wandering -- even something as simple as the words appearing in random sequence, after the others disappear.

Definitely enjoyed using this. I've always liked playing with concrete poetry.

Thanks for making this!

Nicely done! I kinda wish giant multi-car collisions were possible (or maybe they are and I just haven’t managed it?) but having to pair them up makes for an interesting strategic challenge.

(My high score is also 46.)

ROT13:

Nj, V ybir gur frperg bs gur png. Ng svefg V gubhtug V jnf fhccbfrq gb gevpx vg vagb trggvat vgf cngu oybpxrq, gura qvfpbirerq vgf bgure orunivbe ol nppvqrag. Gur fbhaq vf terng.

V’z abg fher gur “raqvat” gevttrerq gur svefg gvzr — vg frrzrq yvxr gur png unq gb qb Vg n frpbaq gvzr. Vg’f n irel avpr gbhpu, gubhtu.

Gur fhogyr navzngvbaf ba gur tenff & jngre vf terng gbb. Vf gur cnvevat bs gur tenff tencuvp qryvorengr?

Thanks for the constructive criticism, it’s helpful to know what isn’t really working for people!

(Also: I agree, I definitely wanted to do more with the arrows. I'll blame the self-imposed 10 hour dev-time limit for these shortcomings.)

Thanks! Also, thanks again for recommending puzzlescript, it was a lot of fun to work with!

Hah, I wasn’t sure if the chipmunk sprite would be legible to other people. Thanks for the feedback!

Thanks!
I actually tested out word-by-word (rather than letter-by-letter) hinting a bit, but reasoned at the time that the mental exercise and comedic build-up were probably better letter-by-letter. I’m not sure now that was the right decision, but hopefully it’s an interesting experiment as-is. Glad you got some enjoyment out of it!

Fantastic concept. The uncanny animations are icing on the cake.

This is wonderful. The links are a treat, too. Really delightful stuff. Thank you for sharing your work & inspiration.

Some minor UI requests/feedback, if you're open to them:

- The mousewheel sensitivity seems extremely high for my setup (I'm using a laptop trackpad) -- I'm finding it difficult to zoom to a distance that's useful. It would be a big help if the sensitivity were lower or configurable.

- The UI to the left seems small to my feeble eyeballs, if it were ~1.5x - 2x larger, I'd have to squint less.

- This is probably just a personal preference, but I wish I could mouse-drag to orbit the structure.

- What are "Process Mode" and "History Mode"?

These recommendations are perfect, thanks!

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Hello!

I can’t really have free days, so I’m thinking of a “day” as maybe 10 hours spread out over a couple calendar days. That works, right?

Trying to make a game that has 10 minutes of enjoyable content in 10 hours seems pretty challenging but in a good way.

I’m curious to try some Unity asset store things that give you a specific game-genre template to start from, or maybe use Bitsy or Twine or Ink or something. If anyone has recommendations along these lines, I'd love to hear them!

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Oh, wow! Thanks for sharing this!

Also, congrats!

I ended up playing this too much earlier and just kept playing instead of writing a comment. It really nails the super crate box feel (as I remember it, anyway--it's been a while) and is just as hard to put down.

I think my highest score is only 26 so far.

The aesthetic is great and the gunbunny character design really makes a huge difference somehow. It feels right (in the controls, left + right = shooting ears, also the hop), it makes me feel more attached to the lil critter (so the protective shooting power feels even more satisfying), and it makes me invent some narrative while I play (e.g. poor bunny test subject, doomed product of military research science, trapped in unlit infinite razor barrel, each movement monitored only by AI and ultimately boiled down to long-decimal numbers spattered over a spreadsheet on a clipboard that someone will spill coffee on when the "top brass" barges in etc. etc.).

The charge-up time before shooting feels good too.

I love how loud and relentless this is. No game over, just one screaming person flies down, then another disc slides off into play, and you're about to lose again.

Swapping the direction keys after bumping into walls (I think that's what's happening?) is evil but you kinda get used to it after the first 60 tries (approx. 2-4 minutes of play/losing maybe?).

The reward for filling the meter is satisfying.

Also I like all the wiggly armless(?) people graphics.

Really good work.

The top 10 list has been posted to the main disc room jam page: https://itch.io/jam/disc-room-game-jam

Congrats folks!

Info copy & pasted below:

WINNERS

Congrats to all the participants! Below is the winner and the runner-ups! Massive thank you to all on behalf of Kitty, JW, Terri, Dose, and the team at Devolver Digital. We'll be reaching out on prizing this week.

Discwheel by 01010111

RUNNER UPS

DISCTOP by Rémy Devaux

Rooms With Discs by Albert Gonzalez

Disc-O-Room by Singlecore Games

Disc Infinity by Newmark Software and Saam Pahlavan

Pigments by Benjamin Soulé

TERMINAL by MINIGOLIATH

Disc Us by mwaayk and keybol

Human's Room by April Ghoul

Bumper Blades by Maroon Seal and k-a-i

Quiz Room by Gobui

Hah, since there's a top winner announced now, I guess I was totally wrong! Maybe the others are coming soon.

Here's how I've been looking at it:

Playing an average of ~10 entries a day would take ~17 days.

Playing an average of ~6 entries a day would take ~28 days.

Playing an average of ~3 entries a day would take ~55 days.

It seems easier to spread games out across the team, rather than try to have literally every team member play literally every one of the 164 games themselves, so 3 a day could be a decent low-ish rate, and 10 a day could be a good high-ish rate.

Then add another day or two for other things (e.g. days off, discussing/coordinating, replaying games before making a final judgement, getting steam gift bundles set up, etc).

That'd put us anywhere in the next ~9-48 days?

This is all guesswork, though. Could be a surprise announcement happened while I was typing this, for all I know. But I feel like it's personally easier to find other things to focus on right now and just expect to hear something in December (which is when the vinyl album is set to start shipping, now that I think about it).

The mechanics here are pretty fun! It took me a little while to recognize the details (max discs = 4;  you can build off of other discs (and the car); throwing too close to a zombie will kill you; discs eventually break; you really do need to build a fortress for later waves) but they work well together.

I also kinda love that the leading cause of death in this game is literally walking into something that's just laying there on the floor. I'm not sure the zombies ever got me, except by getting so close that the disc landed on top of me.

I really like the flippers on the corners, being shoved back towards the middle is kinda surprising and playful. Kinda wish the graphics had a bit higher contrast, maybe it's just a difference in monitors but I found the borders of the player and the discs a little hard to read at times. Still, a neat concept and I think the decision to just focus on making one room was a good one.

Oh, I hope I didn't come off too negative, just trying to give some ideas for improvement on top of the praise. Definitely had fun playing, dodging up to the 50 point zone untouched and nailing an opponent feels really good.

Oof, this is tough. That's not a bad thing at all though.

I love the grumpy disc. Is it possible to bat him too?