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gingerbeardman

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A member registered Apr 04, 2016 · View creator page →

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Oops. Will do!

Sadly I couldn’t seem to jump, but I liked what I saw and heard

I had the same though! I just got game engine ported to Wii and supporting Wiiremote! My engine is https://jinks.gg a totally new way of making games. Today I will make a bare bones port of your game (block graphics) and let you know how many lines of “code” for the first few levels. Will report back.

Thanks so much! I do think it suffers a little from “game developer makes their own game a bit too hard” 😅

I’d like a bit of aim assistance! Anyway, I really like the idea. I mentioned on Twitter that it gave me Wii vibes and you replied “Wii Tanks” and that made me feel good. Nice work!

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If I can get some funding or income from it then I will definitely build a version of the IDE for non-macOS platforms. Games will be able to be built and run on Windows from day one.

Thanks! There is tutorial/toast text for each new element added to the game: rocks, gates, directional gates, and spinning gates. It’s minimal, but tells you all you need to know.

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As mentioned in “How does your game fit the theme?”: multiple gameplay mechanics involve doing things in descending order, ie. counting down.

I’ll list some of them:

  • gates need to be passed in descending order
  • there is a special bonus for destroying rocks in descending order
  • loose power ups are on a (invisible) countdown, the length is discoverable
  • music/sfx use descending chord progression
  • etc

And as you say the timer counts down.

If I had to summarise it, the game is a battle against the count down.

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Thanks! One of my favourite things to do is to maximise the points by getting into the black hole as fast as possible, feels so good when you line it up on the last gate and can just boost right into the hole

Thank you! Comments like this make it all the effort worthwhile.

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Thanks! The trick is to angle towards the opposite edge of the black hole and thrust, then you can go straight in. If you do this as soon as the black hole appears you can dash straight into it. Takes a bit of skill, but very satisfying when you can nail it every time.

Thanks! I’ll be sure add ASWD controls duplication on my todo list.

Great to hear! That’s exactly the feeling I was going for. Thanks for playing. Spread the word!

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Thank you. It’s lonely on your own out there in space! So I picked still me chords that can be melancholy at times.

But, there’s a way to add to the music and even play an uplifting jingle once per wave! Did you figure it out?

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Thanks! It was tricky to balance the new stuff, but I’m finding it a lot of fun. Especially dashing for the last gate knowing you won’t collide with a rock as long as you get there first. And it’s fun doing a little spin or dance to get in the black hole a little faster. Did you find any secret stuff?

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Played until level 18. Really great idea!

I feel the difficulty progression could be smoother, I didn’t feel there was any increase at all even with more numbers. Perhaps if you have a solver it can grade the puzzles?

And there could be a way to add a little something extra in there, like moving dots.

I’d also appreciate being able to go from 0 to 9, and do away with the reset altogether, would be much less annoying.

I have no idea what I am doing, but I like it.

Please add instructions to the page so people have an idea how to play.

I liked it. Would be cool to see the game become more involved other than just increasing the number of target people. Maybe obstacles, bonus for rebound shots or shots that get two players.

Thanks! The CRT shader really makes those vectors pop!

Cheers! There is actually a limit :) otherwise things go crazy

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Thanks! It’s as much racing game as it is Asteroids, I tried to blend the two.

I couldn’t control this, but it looked cool.

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Nice concept.

I think the input method needs work and the ball movement would be better if it used real physics.

Keep it up!

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Really nice! I like the multi-shot. I cleared the first buzzsaw, played for about 10/15 mins.

Would be cool if getting the whole in less than the number of tees gave me something, like maybe a rewind to last shot position - a kind of undo or mulligan - so I can fix a mistake and don’t have to replay the hole.

More graphics could really take this up a notch. Worth building out to a full experience.

Nice work.

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Really like the way this looks. And a very satisfying gameplay loop. I like the grace period after countdown reaches zero.

I think that WASD could be replaced with a second mouse/controller interaction, to keep things a bit purer and more focused.

Nice work team!

I’m getting irritating stick vibes from this one. Cool!

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This is such a cool concept. I wondered why it was so tiny I restarted it a few times and then played for a while and all became clear! I think there might be a way to hint to the player that everything is OK small, without spoiling the reveal.

A few balls got stuck, a few fell out of the stage, but no big deal.

I’d have liked a way to speed things up, because I didn’t get very far (4 areas) in ~15/20 minutes.

Nice work!

“Name your own price”

I’ve been working hard on a patch for these games. Yours just came up on a google search! Mine does a bit of translation, only really menus, but mostly I’ve been adding in a totally new mode: randomiser. It reorders the holes and modifies the terrain, user can specify some settings. It’s currently available for test with Waialae CC, but I’ve created it so it will work across all 4 with minimal changes.

Guaranteed the problem is itch, not you.

Added!

The editor doesn’t accept the short YouTube url so I had to figure out how to get a long YouTube url.

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This is a demo of my new game: Serenity.

https://gingerbeardman.itch.io/serenity

(Windows and Mac right now, I plan to add Linux in the final version.)

It might seem familiar to you if you ever played a game called Tranquility back in the early 2000s, or you might think of it more as 3D-Electrplankton, Jumping Flash! meets Zarch, Tiny Wings in space, Proteus without the trees, or Journey set in the Matrix. Whatever your take, I hope you have fun with it.

Not currently, but I also need it so I filed a feature request.

This is great, thanks! I’d appreciate some additional features:

  • a way to automatically bundle any CDN javascript I link to from my code
  • a way for me to exclude or remove some files I don’t want to bundle but that are in my game folder
  • even better if you could support .gitignore

Check out Tetris Plus and Gussun Oyoyo, both on PS1. Tetris in general is interesting because the pieces are not random but are pulled from a “bag” according to some rules.

I think you could generate the blocks in a way that ensures they can be climbed (even if you have to figure out the route). Cool though!

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Some people buy these prototypes out of curiosity about where Sparrow Solitaire began, to enjoy little experiments, or to try game types that don’t otherwise exist on Playdate. That’s why I offered them as a bundle, which has made sense to the many buyers and thousands of downloads to date. As an indie developer it feels good that prototypes aren’t wasted, can be enjoyed or experienced by others, and make a little money to enable me to keep doing what I do.

Itch.io is mostly for playable downloads, not source code, and with no mention of code on my page and each file being a .pdx.zip, it’s quite an assumption to think otherwise. The fact you’re here enquiring about licencing shows they’re interesting enough on their own to some degree or other. Best to you, have fun.

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I list exactly what is playable and in what way on the page; I even show the gameplay as animated gif for many of them. There is no assumption or guess work required.

For personal play only — no sharing, redistribution, or reuse permitted. I’ve updated the itch page.

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The issue is Itch’s overzealous blocking and rate limiting of dynamic IPs provided by ISPs around the world. Ironically, during the worst times can try using a VPN or a browser Opera that has one built-in.