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wryandbeary

25
Posts
25
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2
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A member registered Jun 11, 2020 · View creator page →

Creator of

Recent community posts

This was really fun! You took a bunch of otherwise simple sokoban mechanics and combined them in a way that felt novel and fresh. The end-of-level transitions look great too!

I'd say those last two layers are more indigo and violet. One of the ideas in your original comment might be worth revisiting.

How many layers have you visited?

The "cancel" spell can be destroyed with the fire spell if you enter the trophy room while small. In this state, you can use small + bush to step over the trophy doors and cheat your way to the end.

And here's a sequence that feels like cheese for Quarter Finals

https://imgur.com/a/lbLOX9B

Fun game! Moving around felt really nice. I think this might be potential cheese on the final? Some level elements were unused.

https://imgur.com/a/cv2lnT9

You got puzzlescript to do some cool looking things. Really impressive and creative work!

This game is a beautiful kind of bonkers. I havent cracked it yet, but I fully intend to.

Fun game, interesting concept. My only suggestion would be to get rid of the next turn button - just automatically advance to the next turn when moves are extinguished! Would improve the pace of play.

I like the meta component of the hidden trophies in this game. It's cool how something so short can still have a "what? where? how?" element to it.

I really dig the look of the book! I could push it around all day. An idea: give the book some readable level-specific flavor text that can only be read when the player is facing a page while it is standing on its spine. Maybe sometimes that text would display upside down!

Fun, cute game. Good stuff.

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Thank you very much! Your endorsement is flattering! :D

Haven't solved it yet, but I dig the idea! FYI, this game is still searchable. To fix that, go to https://itch.io/dashboard and select "Edit" for your game. Select "Visibility & Access" > "Public". In the "Public access settings" box, check "Unlisted in search & browse".

Two pieces of feedback before this launches for the calendar. First, I'd recommend adding checkpoints after each puzzle solve using the Puzzlescript CHECKPOINT command so players can restart each puzzle without resetting the entire thing. Second, I'd recommend increasing the viewport dimensions in your itch project settings. It's tiny right now!

Good stuff! Congrats on making your first game!

When I started creating this, I tried to go that "something smarter" route, but I quickly found that I needed more specific implementations of crate types to allow for chained behaviors. 

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Thank you, I'm glad you like it! I'm proud of this game and its twists and learned a lot about PuzzleScript while making it. I don't know that I'll make a sequel (maybe a level pack?), but I'll definitely be making more PuzzleScript games in the future.

You (and anyone) are welcome to crack open the source code and make/share levels if you have ideas you'd like to explore.

Keep going!

Thank you!

Yes, this is solvable. There's not much more to it than what you presumably discovered.

You're on the right track.

Thank you! Can I ask how far you've gotten?

Just finished the game! I enjoyed this! Thank you for making it!

I can confirm the level save bug is fixed on real hardware! The crank feels better too.

I can't remember what level had the crash I originally reported, so I can't verify that fix.

I am still getting a crash every time I die on 4-9:

Fatal: Unable to get tile at 12,18
    (tile/player:150)

Thank for the fixes! One more issue to report before I grab the version update - level 4-9 has been crashing for me on every death. 

Crashing bug on actual Playdate hardware:

In world 4, there are platforms that move when you shake your playdate. If you stand on one of those platforms, then shake the playdate, the platform will move out from underneath you. This will kill you and then crash the game. Crashing also triggers the "next" level unlock bug mentioned above.

As another piece of feedback, the crank inputs are too sensitive in this game. It is difficult to move a crank platform just one tile.

Otherwise, I'm digging it so far!

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Fantastic game! I finished every challenge! Thank you for this!