This was fun, the music parts were actually incredible hard for me but a friend and I had a similar concept in a past game jam but with a jump and run game and this is by far the better execution. :D Really enjoyed it!
Weissstreifen
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Thanks for the kind words! The effect is just a little bit of trig. 2 bounding lines are drawn in an angle, and the other lines are just a loop that runs a few times (i just draw out of bounds to be sure that there are enough lines at all times) drawing lines with the length between the 2 bounding lines. I had the idea to always axis align the thin lines but that made me dizzy. :D
I love the detail that you get a bee sound when you click a bee. The game is cozy, the graphics are sweet. I'm on a good spree right now rating those games because that's the second one in a row that has graphics which are better than ones in some games I've payed for. The idea is great, the name is great, it's all in all a very good presentation. I also love that the music/sounds are not earpiercing so you don't need volume controls in your game. I really enjoyed it and this is probably currently with another game the best one I played so far in this jam.
There is little to not-like in this game. The assets are really good, I've seen worse graphics in games I've payed for. It passes the cozy vibe check. The gameplay loop is nice, it ramps up in actions per minute as you have to water more pots but it does not force you to keep high APMs, you can go with our own pace. That's nice. The music is cozy aswell, BUT it's a bit loud on my side and without the ability to change the volume inside the game I had to mute the tab after a minute or so. And i'd appreciate it if you could fill up the water can by holding the mouse button. Otherwise probably the best game I tried so far in this jam.
I played through it and I really liked it. But I found 2, non-breaking, things while playing through a second time.
1. If you "use" the backpack at the beginning the textbox just says ACTION.
2. (SPOILER) You sometimes don't lose the 10 bucks from your inventory when you buy the wire cutter (at least on my first playthough today I didnt, had to check the multiple endings. :P)
Thanks for the great work.
This game looks pretty damn sweet. I don't know if I should make bug reports here in the comments, but on the Linux build (I don't know about the Windows one) if you click on the fountain in the garden you get <null> <null> in the textbox and after a guard shoots you, you can't click OK. I'm gonna give it a full playthrough tomorrow. Maybe I can find more stuff. :P
The game looks incredible, but for some reason I always feared a jump scare because those CRT shaders give me horror vibes for some reason. :D I could see this style in a more horror setting game like Inscyption. But it's probably just me and other people think it's cute. :D
Neverthe less, I did not get jumpscared and I enjoyed playing it, but a stupid purple car ran me over. :(
Without upgrades I feared that the upgrades would not increase the chop speed enough to not feel sluggish but at the end I was chopping down everything, it felt good. :D 9365 trees in 06:53. I enjoyed the speed increase of the power ups and I'm a sucker for auto clickers so this was good fun. I also liked the "But at what cost" screen at the end. Fun little game!
Pico-8 Love. <3 If you have pixel art with the Pico-8 palette you can't go wrong, the game looks really nice. The jumping mechanics feel a bit weird. If you'd add a few levels with moving obstacles and enemies and a bit nicer jump mechanics I can see myself having a lot of fun with the concept. Great job, especially because it's only your second project. Art is hard, getting mechanics right is the easy part and you got the art part down. :P
I had planned to generate a QR code at the end that links to a web page with an actual article about the chosen words, but sadly life chose that I should not have time in the first week of round 2. So the feature had to be cut. It means a lot to me that you like the humour of the game, I know that the tech is not impressive, but I'm happy if I could entertain you for a few seconds. <3
I really like the idea of masking out a level before playing it. Sadly I could solve the levels (until it crashed on level 3) without the really interesting mechanic. I'd really like a mode where you mask out the level in a separate phase in a god mode and in phase 2 you have to play the level that you basically designed yourself. Very cool idea!
The cl-raylib bindings are what I'm using right now. It works pretty well. Sadly, the one I'm using does not have raygui support. There is claw-raylib but it looks a bit setup intensive.
I don't think you need to rebuild SBCL, you can run SBCL with "sbcl --dynamic-space-size 32000" and you should be able to use Trial. Trial is awesome but it's not something you learn in 3 days. Sadly the API changed a lot so it's hard to look at the older game jam examples which where written in an older version of Trial. On the other hand you have a released product to look at with the Kandria source code, but that's a real project with a huge code base.
trivial-gamekit is something worth looking at, and if you want more features there is cl-bodge which is the 'non-learning version' of trivial-gamekit.
I'm probably switching to Trial aswell, I made a small project a year ago with it. I hope nothing much has changed. :D
Edit:
I just stumbled across EON (https://github.com/bohonghuang/eon) which looks really nice if you are able to build the claw-raylib bindings. Maybe I take the time to do so, because it looks like EON will take most of the pains away you get when using raylib as a standalone thing.
Thanks for the pointer to Urlang, I did not know about it. Sadly, it's not quite what I was looking for. I appreactiate the examples, though. The VM approach could be an interesting path to take. I'll look into it and try to find a way to do so. Otherwise, I'll probably try to use CALM and see how far I can take the Canvas. :D
Hello everyone,
I'm comfortable using Racket and CL (and a bit of Chicken) but I have not found a nice way to deploy games written in those two for the web. Obviously, it's easier to get people to play your game if they just have to click play in a browser but the only easy way to deploy for web I've found is CALM(https://github.com/VitoVan/calm) and that looks like a thin wrapper on top of the HTML canvas.
There are a lot of nice looking game frameworks and engines out there for CL and raylib, csfml, sdl bindings are basically available everywhere but I have not come across something that can easily deploy to web.
Another post here was showing off the Hoot project which looks quite nice but I've never done stuff in Guile Scheme.
Am I missing something for Racket and CL or are there no real options for easy browser based deployments?
I can always just build the executables but it would be nice to have a web build aswell.
Thanks in advance!
Thanks! Yea we were planning a lot more for the game, like loops with upgrades and obstacles. But then our team went down in size and I had to do a lot on my own until late in the jam someone else jumped in to help out. So sadly a lot of stuff was not implemented. But it turned out okayish the way it is now. :D





