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A member registered Jun 27, 2015 · View creator page →

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(1 edit)

A tough platformer and an excellent entry for the jam! That shadow is a crafty one, couldn't quite outsmart it but I ended up with four of the five(?) gems. I love that each gem feels like you hid them behind an intentional platforming puzzle instead of at random. Gives each one their own unique challenge to obtain.

You have a lot of potential to go many ways with this idea, my suggestions are to maybe include some sort of progress indicator (maybe silhouettes of uncollected gems in a UI somewhere that fill up or color as you collect them) and to maybe reduce some of the difficulty on some of the jumps. However, take the latter with a grain of salt, my platforming abilities may just not be up to par!

Keep it up, this is a solid and fun submission!

Spent multiple days trying to get to level 12 and failed. But boy did I have fun doing it. Well put together game! Very fun and easy to pick up mechanics, the music loop and sound effects are pleasant and well balanced.  I don't know how you plan to expand this out, but I look forward to seeing where it goes!

Cute aesthetic and great use of shadows and platforming for puzzles!

Incredible artwork! Everything comes together very cohesively.
Love the variety of ingredients to attempt to meet the customer's demands (and appreciate the threshold for failure when combining them).
I'm a fan of this style of gameplay, would love to see how this could be expanded further! 
Great submission

Snails keep eating my little dudes!

Was very fun to play, loved the concept. Can't wait to see where it goes with potential combinations for your resources picked up! Well put together for the jam

This game has taught me I'm not too great at bullet hells.
But at least I got to have a lot of fun and listen to a dang good soundtrack while eventually getting to that win screen!

Love the concept and the mechanic was very enjoyable. Style for art and music were all solid! I hope you choose to continue with this idea, it has a lot of potential. Could definitely see it expanding with unique enemy attack patterns and some extra mechanics for you as the player (like maybe an item to speed you up temporarily or re-heal your time stop bar).

Nice job!

I became one with the darkness.

Concise vibe overall, easy to pickup and understand what's going on with the color puzzles. Was able to light one candle, but boy did I get lost. Loved the Pokemon Lavender Town music. Nice job!

Intriguing mystery, and I can see where the concept could expand! Congrats on your first game jam submission, very solidly put together

Potion Shop Floor: Covered in ingredients.
Customer Satisfaction: 50% (alive)
Potion Maker: Richer than ever.

I had a good time playing this, a fun take on mixing ingredients! The mechanic to fetch was challenging to get used to, but not debilitating. The floor getting progressively messier gave me big Overcooked vibes, which was funny.

One small adjustment I would make is to the music. There's a part of the song that sounds like "time is running out" and it induces a little bit of panic. But good submission regardless!

Solidly put together! This has a lot of potential, and as your first complete Godot game nice job!

A fun use of alchemy as a mechanic! I double-checked the GDD and you can definitely see and feel the inspirations. Enjoyed the boss fights, and loved the ominous ending.
My only critique is that I didn't really feel the need to use dash at all, except in the tutorial room. Would be cool to increase the importance of that as a mechanic somehow.

Well executed overall!

Loved the spooky vibes and you can see the inspirations clearly! 
Good move making the enemies ripple without flashlight contact, a nice touch to add the edge. As a fan Overcooked myself, I could see the potential with all the ingredients you ended up providing to really make chaotic customer requests.

Would love to see it fully fleshed out, even with the Jam done you should keep it going!

Clever to use random objects to produce items via shadow. I felt a big A-HA moment hit when the it all transformed.
Clear win condition and PotionCraft meets retro vibes, nice job!
I made the shadows angry once, I hope they can forgive me.

My only critique is the screen got a bit cluttered as I started to pull too many items. Perhaps a trash can to discard a single item at a time, or scaling them down, would give the player a little more room to play around on the grid with.

This was a fun demo and well tutorialized. I hope to see this expanded upon in the future!

Thanks for taking the time to play through the game and leave us your feedback! We taking a lot of notes from the people who have played and we agree an in-game tutorial and a handful of QoL updates are in order. 

Looking into that black screen bug this morning, I am happy to inform you that you indeed did beat the base game! After beating the pre-determined levels provided, there is a silent hand-off to Infinite mode. And we've found the bug lies in that handoff.
So in addition to the note to make the win condition more apparent in a future update,  congrats on beating the demo and proving your craftiness as an alchemist of light and shadow!

#1 Speedrunner??? :O

I really appreciate it! Glad you got a kick out of it. =)

Had a tough time keeping it at 300, but this was a very fun Jam!

Thanks for clarification! Relatively new to Pico-8, so I'm excited to join in!

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In the specifications, I notice it says "your project can't exceed 300 characters".
Does this include the Lua headers at the top of the cartridge script? 

pico-8 cartridge // http://www.pico-8.com
version 34
__lua__

In addition, does this include any sprite , sound, or label data? I noticed in the example sprite and label existed and increased the project size considerably. If they do not, does this restriction just apply to the script itself?

And finally (just remembered one more), online character counters count whitespaces and returns. Do those also count towards the character count?

Thank you and look forward to your reply!