Oops. Will do!
gingerbeardman
Creator of
Recent community posts
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.
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.
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?
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.
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.
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!
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.
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.
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.
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.
For personal play only — no sharing, redistribution, or reuse permitted. I’ve updated the itch page.

































