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perniciouspottage

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A member registered Oct 13, 2016 · View creator page →

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It's essentially a really wonky paint program with incredibly obtuse controls. And yet the presentation and implementation is beautiful, addicting, and so much fun!

A sparse experience, but an oddly precise emulation of sitting on a train. I like it.

Speaking of definitions, I went to a local game jam once, and talking to the hosts, they had some difficulty understanding the idea of an online game jam. To them the entire point was to meet new people in person, and to work as teams.

Here are two ways you could go about digesting the idea:

1. Think of it less like a game jam, and more like a music jam. We're just getting together to play around with ideas inside a wide possibility space, and every year fun and colorful things happen, which makes us happy.

2. Every medium, every genre, every art and type of craft has movements within them that explore and challenge the boundaries of its definition. We're like the slow TV of game jams. We're the Jackson Pollock of game jams.


In any case, it is what you make of it. There is a start and an end date, and many of us try to submit before the deadline, as a creative constraint in traditional game jam fashion.

I'm doing a literal interpretation of the visuals, including adapting some models I've done in the past.

https://twitter.com/i/moments/931669713121406976

That is brilliant.

I love how everything moves. It's probably really simple, but it feels good.

Got to have those clichés! Tunnel that portals back around on itself. The sun flips around so there's no break in visual continuity at all while you're walking through.

Anything goes. Here are some gifs.




I had the same idea. Pure javascript in a canvas. So far I've been trying to get to know my way around drawing stuff, taking input, etc. with this, and if there's any time left by the time I do, I suppose I'll throw together something that qualifies as gameplay at the end.

Fair enough.

I think an optional theme or cue would be nice.

As inspiration for those who would like something to grow their ideas from, and as a prompt for anyone who works by the mantra "limitation breeds creativity"!

That's true, there's not much in the way of gameplay.

The web player download is there in case you don't want to download the enormous executable that Unity spits out when it compiles for Windows.

I would embed it in the game page itself, but it doesn't seem to work, and I would need someone to help me diagnose that. If you're experienced in troubleshooting Unity builds and itchio embeds, I'm all ears.

A restart button is a good idea.

Interesting. I never thought about it in terms of hitting the bird (i.e it's not a feature at present, but it would be simple to add).

After all, the bird pooping is one of the few things in the world mitigating your slow, inevitable sink into the ocean.

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You figured it out just fine. Chebastian's game is a not-so-subtle commentary on the limitations of hardware (and, perhaps, indeed, about our limitations as human beings).

You see, the GameBoy is a fully-featured handheld console: In addition to the d-pad and start / select buttons, it also has an A and a B button.

Sadly, however, the GameBoy has no Y button. So you can never be a better person.

135hussein:

It's a conceptually interesting recreation of Angry Birds, although the mechanisms can be a bit... creative, at times. Additionally, the birds are not angry, faithful to the GAME IDEA.

Good job! I rate it a full ░ out of ░ .

Here's my entry:

https://itch.io/jam/the-pippin-barr-game-idea-game-jam/rate/91674