It was the authentication issues and completely broken MPRIS integration that finally motivated me to create Sidra, an elegant Apple Music desktop client for Linux, macOS and Windows.
Sidra is open source and freely available.
It was the authentication issues and completely broken MPRIS integration that finally motivated me to create Sidra, an elegant Apple Music desktop client for Linux, macOS and Windows.
Sidra is open source and freely available.
It was the authentication issues that finally motivated me to create Sidra, an elegant Apple Music desktop client for Linux, macOS and Windows.
Sidra is open source and freely available.
It was the authentication issues that finally motivated me to create Sidra, an elegant Apple Music desktop client for Linux, macOS and Windows.
Sidra is open source and freely available.
Here’s the first public release of Shöve (pronounced “shove”), a powerful resolution-handling and rendering library for the LÖVE framework :triangular_ruler:
Shöve started as a redesign of the excellent push library but evolved into something much more powerful, with a cleaner API and advanced rendering capabilities that let you focus on creating amazing games.
We’ve carefully crafted Shöve with real-world game development in mind. Whether creating a pixel-perfect retro platformer, a smooth vector-based game, or anything in between, Shöve gives you the tools to make your game look fantastic on any screen.
We can’t wait to see what you build with Shöve! ️️🏗️
Wishing you all a LÖVEly Jam from the team at Oval Tutu 🩰
Yesterday we released 0.1.1 of our LÖVE Game Development & Automated Build System 🚀
New in this release:
Thank you to everyone who tested our tooling early and provided feedback and improvements!
✨ As a bonus, we’ve just released our Publish to Itch.io ️🕹️ with Butler 🎩 GitHub Action for anyone who doesn’t need a comprehensive build pipeline 👷
Wishing you all a LÖVEly Jam from the team at Oval Tutu 🩰
Thanks for playing, glad to hear you had fun 🙂
I did want to better communicate what power-ups did to the player, but exhausted the PICO-8 token limits and had to sacrifice that idea 😥 But I agree, it would have been better to have clear messaging as to what the effect of power-ups have and what downgrades happen as a result of taking damage 👍️
It has been a week since the Linux Game Jam 2023 development period concluded. I’m looking back at how the jam went and what I learned. My decision to use PICO-8 for this jam is where most of my reflections lay, so I’ll cover that last.
I prepared upfront to automate the build and publishing pipeline. It did indeed avoid a last-minute panic to publish on a deadline. When the jam was extended by a day, that automation meant I could work on one last feature right until the last hour with the confidence I could publish a new build of the game in just a few seconds.
Changes for the future:
Without a doubt, the single best decision I made during this jam was asking my friends, Roger, Alan, Mark, McPhail, Stuart and Simon, to test and provide feedback; this happened daily (thanks to the automation above) and had a huge impact on how the game evolved, including:
And that last point is important ☝️ Don’t get attached to ideas if they are not working. Fail fast; cut out the cruft that is not adding value.
Changes for the future:
I could (and should) have done more upfront planning. Most of Day 2 was spent making tables for player weapons progression, alien behaviour, and difficulty progression. I needed these before I could figure out how best to implement them, and this is something I should have done well ahead of the jam starting.
Changes for the future:
I wanted to use this jam to put into practice some of what I learned about juicing game feel. I loved working on particle effects, screen shakes, and animations and ensuring every pixel was impactful and not lifeless or uninteresting.
Changes for the future:
I will start by saying that I loved working with PICO-8 and the PICO-8 community. Here’s the good stuff:
While my overall impression of PICO-8 is and will remain positive, here’s where my choice to use it was not ideal:
I chose to use PICO-8, knowing it has several constraints to create a sense of working on a retro platform, and those constraints have been very thoughtfully implemented, IMO. Indeed, working with a 128x128 resolution made me think about how to display player progress/score/health compactly, which I was very pleased with. And while I am no artist, I can make passable 8x8 sprites in a pinch. But the 8192 token limit and compressed space did become a burden, here’s why:
Even now, I am still finding new techniques to optimise PICO-8 token utilisation which could free up space to make new game features.
Changes for the future:
My main takeaways about PICO-8 are these:
Overall, I’m very happy with how the game turned out. It is a small but complete game, taking about 18 minutes to play through from start to finish, with enough mini-games to keep the gameplay fresh and with a good sense of progression. The feedback, post-jam, is the game pacing is good and the gameplay fun.
I wanted to put into practice some game juicing techniques, and I’m rather proud of the results; palette flashes, palette swaps, screen shake, screen flash, multiple particle effects; psycho-visual transparencies, knock back and classic demo scene text effects.
There are about a dozen mini-games, and those were created quite by accident 🤯
My friends came up with other mini-game ideas, which I sadly didn’t have the time or tokens to implement. Anyone of these mini-games could have been a jam entry in itself, and I’m thinking about developing some of these ideas into smaller casual games. And that right there is the value of participating in game jams.
Antsy Alien Attack Pico is the implementation that the original Antsy Alien Attack deserved. I now have the confidence that I could make a better shmup, and perhaps I will 😃
Participating in Linux Game Jam 2023 has been quite profound:
The jam was extended by 1 day, so I really finished the game with a boss fight 🛸💥
Here are a couple of clips of the boss fight in action:


Just a little bit of final admin and an early night 😴
I’m looking forward to playing the other submissions! 🕹️🖱️🎮️⌨️
Here’s the play-through:
Thanks for giving it a play 🙂
I’m glad you had fun and I’m pleased to hear you think the pacing is good 👍️ I agree the Power-Ups generally need better visual feedback to players. I think it is the thing I learned most about this jam, more thought is needed to communicate the intent and purpose of the game to players without them having to read the Itch page.
It is done 😅
Come and beat the author 😁

Here are some clips of the new mini-games:


Here’s a clip of the new Cargo Run mini-game and “ghostly” alien when the weapon jammer is active:


Today’s theme was improving the communication with the player in the menus on-screen text and in-game. A group of friends are play testing and providing useful feedback that I want to get into the game as soon as possible.
Here’s an example of how the new on-screen messaging/prompts look:


Here are some clips from the training missions:





Here are the pickups in action (with an artificial drop rate)

This is how things are looking today:


sub() to index into the strings rather than the newer txt[i] syntax. I filed a bug upstream 🐛Here’s how things are looking:


The game is a bit unbalanced now and requires power-ups so the player can level up to better take on the hordes.
Today was about scaffolding the underlying components I’ll need to implement game logic. Here’s what got done:
Chasing fake-08 compatibility is ongoing, and this is my main learning for making projects in PICO-8. Make sure you have a current version fake-08 device available. I don’t, so I am relying on friends to provide feedback. Antsy Alien Attack Pico now runs on fake-08, it crashed yesterday. But some text rendering is not legible. If I use PICO-8 for a jam in the future, I will ensure I have my own fake-08 device available.
And what does it look like? Here’s the current state of things with some debug and hitboxes enabled for testing.

A longer clip is available on Imgur:
This is my 2nd game jam. My last was in 2021, and I leant loads, including Godot which I spent 2 weeks learning before the jam. If you’re interested, here’s Little Spy, my entry for My First Game Jam: Summer 2021
Other things I learned are
So, with that in mind, this DevLog entry outlines what I did before Day 1 of Linux Game Jam 2023.
When I learned Celeste was initially a game jam PoC made with PICO-8, I wanted to learn more about it. So, I’m using PICO-8 for this jam, and I’ve spent my spare time learning it in the last couple of weeks. I already love it, I think I might be spending some time with PICO-8 after this jam, it’s just too much fun.
I read the PICO-8 manual twice, it gave me real vibes for the 8-bit computers I used to own. I spent some time looking at PICO-8 carts and learning from others’ code, and I joined some PICO-8 Discord servers to share ideas and made some demos.
This a sequel to a ridiculous coding challenge we did on the Ubuntu Podcast back in 2019, where we each made a game using bash 🤦 There is video evidence of this monstrous idea, but it was good fun.
I had a basic game design with the original Antsy Alien Attack and thought it deserved a refresh using something more appropriate.
So, with my game idea and some PICO-8 skills acquired, I started planning what I’ll try to make. I wanted to minimise time spent making SFX, Music and graphics, so I also did some asset discovery to determine what I would use to make the game. I really want to focus mostly on code during the jam. No need for more explanation, here’s the GitHub repo.
As this is a Linux Game Jam, I thought packaging PICO-8 games for Linux users would be appropriate. So, yesterday I made a placeholder app, created some scripts to export to all supported platforms and packaged the Linux exports as a .deb and a Snap. If I get time, making an AppImage and Flatpak are stretch goals.
Creating an Itch page and publishing Little Spy burned up loads of time last jam. And getting the last build updated was frantic. So, yesterday evening I wrote some initial docs (based on my plans), pushed them to GitHub and then created an Itch.io and Snap Store page for Antsy Alien Attack Pico based on those proto-docs.
I’ve made a script that uses butler and snapcraft to automate publishing new builds to Itch.io and the Snap Store. I am hopeful this will maximise my jam time in the closing hours of the event 🤞
My placeholder app is text, some wavy text that says the game is coming soon and a sprite. Simple.

This morning I shared my test builds with friends seeking compatibility feedback for the .deb and snap installs. Those were both fine 💪 However, my friends have handhelds such as Sony PS Vita and Miyoo that use fake-08, an emulator for the PICO-8 game. I have spent some time today changing my simple text output functions to be compatible with fake-08. I am not done yet, but learning my stuff was busted early is good. Test early. Test often.
Something else I found useful last jam was making a short DevLog entry each day, it helped me see the progress that I actually made even when I initially felt that there were no significant changes. I recommend other participants take a few minutes to jot down a few words in your own DevLogs for this jam 👍️
Have a great jam, I am looking forward to seeing what you all create 🕹️
Little Spy v1.0.5 fixes a few platform specific bugs and also debuts support for macOS 🍏 and Android 🤖
Little Spy v1.0.4 is a collection of bug fixes and also adds some release tooling to make it easier for me to upload new versions to Itch.io.
Thanks for the feedback! There is a bug with respawning, I didn’t get to the bottom of it before the jam ended. I’ll give it another look soon.
As for attacking while standing, that is another gap in the game due to time. I was planning to add punching while stood still. The main screen seems to have been a popular 🙂 I thought I burnt a bit too much time on that, but it’s been well received.
Ninja Dash is already on my list of games to play and review this week 👍
Wow. Love the graphics and visual style of the game. Excellent work! However, I couldn’t tell when I was sat on the eggs. Perhaps some kind of hatching indicator/sound would help with that.
I did complete level 1, but game up on level 2. The amount of time seemed a bit unfair. A few tweaks to the gameplay and you’ve got something great here :-)
I really enjoyed this game. Perhaps adding some sounds and music could help create some atmosphere? I noticed I could hang in the air by jumping and pressing Z, not sure if this is intended? In any case, good job, fun game, keep it up :-)
Also, adding the tutorial was a great idea. I found that a great introduction to the game.