yeah, I agree. I just started by trying to build the rogue like aspect. I probably should have Cut that sooner in the jam. Next time I'll do something smaller in scope. I did have a lot of fun on this though!
ConeTristan
Creator of
Recent community posts
Thanks! I had a couple ideas for the game that I never implemented, and if i did I would probably have to build everything from the ground up since puzzlescript didn't work out as well as i wanted. but here were the ideas:
1. the graphics need to be updated/ improved. puzzlescript isn't well designed for nice graphics and I don't thing the sponge turned out so well.
2. I originally wanted the sponge to be cleaning up a crime scene, so working on fleshing out that part of the story would be a must
3. I wanted more complex puzzles that I was going to test with the built in tester, but puzzlescript didn't really work well with the clicking part of the tester which I should have foreseen.
4. I couldn't figure out how to get the game to properly decrement the overall water level. It currently checks after you move and I would rather it check as you move.
5. the ice section doesn't work.
6. I need some item that the sponge could push. and maybe some additional upgrades
This was a fun game to make, but I think that I am going to hold off on developing it. I think this might just stay as a cute free game on the web.
I can see the logic behind using her fear as a weapon, but I think it is sidestepping the limitation in a way. I think that you need for there to somehow be a way for running out of your weapon to kill your character for it to make sense in this context. I'll also say that the enemies are pretty aggressive and the fear bar doesn't increase quickly enough. I do like the Egyptian theme.
As everyone else is saying: the art is really good! The dark blue contrasts well with the bright orange and it feels pretty halloween-y. I did have a problem though, when I tried to close the game, there wasn't a close button so I had to go through task manager. But otherwise this is a very solid entry!
Thanks so much! I always love to hear when people catch feelings from my writing! I wanted to make more, in terms of everything, but I spent way to long in puzzlescript trying to make it do some things that it wasn't really designed to do. I also overestimated my ability to design puzzles, so I didn't get to create as many rooms as I would have liked.
I wanted originally to have the sponge not lose water when moving into the water grids, but I couldn't get puzzlescript to do it properly and I eventually gave up on that. I always meant to return to it when I thought of a solution, but nothing ever occurred to me.
I'm not much of an artist(I think the worst piece I have in the game was the number 6 on the sponge) but I tried to have it be good enough. I did most of the art about 6 hours before the close of the jam. before that it was all just colored squares!
But yeah, I enjoyed making this game! Keep on jammin' PiXELiN!
I generally liked this game, it was a bit buggy and the humor was a little too self deprecating, but the game was cute and fun and I like the name. and don't worry too much about winning the game jam, game jams are not typically about winning but rather having fun and getting better at making games.
If you don't feel confident in your coding skills, I recommend in the future using a non-coding engine. or use unity. you can get some pretty good results without touching a single line of code! just download some packs and drag and drop where you want things to go(and it will probably be pretty quick if you don't have a lot of time)
I hope you continue jammin'!
I like this game pretty well, but I think that the visual of the chain is what is throwing everyone off. I think that if it was a conveyor belt or something similar then the game would make more sense, although it would be less stylistic. I too thought the lava was going to flow in a more natural direction.
Something I really liked that I haven't seen anyone comment on is the death of the goblins when you beat the level. the screen shakes a bit and the colors seem a little off. it is a very nice touch and I think the highlight moment of the game jam.
I don't think this relates to the theme at all. it's a fine game and I like the retro gameboy vibe, but it doesn't really save this game. I think instead of procedural-generation the puzzles would be better if they were hand crafted and then pulled from a pool. or you played the procedurally generated puzzles and ordered them
I think there is a bug with the third skeleton... it keeps going back and forth against the wall. I like the concept of being a skeleton lost in a maze and the use of the ribs is pretty thematically fitting, but I think this might have worked better(and been easier to make) if you had made this a grid based game with the skeleton hopping inside the maze from grid to grid.
I do really like the skeleton's hats.
I think there is a bug with the third skeleton... it keeps going back and forth against the wall. I like the concept of being a skeleton lost in a maze and the use of the ribs is pretty thematically fitting, but I think this might have worked better(and been easier to make) if you had made this a grid based game with the skeleton hopping inside the maze from grid to grid.
I do really like the skeleton's hats.
This game was really cute! I liked the art and the atmosphere. I have some notes though.
I couldn't hear any music and I was uncertain if it was my machine or not. If it wasn't I think that adding some music would have added to this a lot. If you are worried about music I recommend computoser, good AI generated music for free.
Also, I liked all the different ways that you can throw your head, but I didn't like that my head would crack when it landed.
I thought the room darkening whenever you took damage was pretty brilliant and overall I liked it. I wish there was a leader-board or a chart that showed how well i did though.
I think this is a game that could be expanded further. I think i could see this being a pretty good mobile game if you could just create a collection of balanced attacks and if you characterized the lord of death in some way. I also thought this game was hard, but I feel like the difficulty adds to the tone in the same way as dark souls.
I generally liked this, it was fun and I could see this in an arcade machine. I just wish there was an arrow pointing in the direction that the block was going to fall and that the cells somehow settled to the edges whenever I cleared out something beneath them. But I get that this was made in a few days and you might have meant to have either. It's a fun arcade-y game!
Although i also didn't really see how well it related to the theme...
I generally liked this, it was fun and I could see this in an arcade machine. I just wish there was an arrow pointing in the direction that the block was going to fall and that the cells somehow settled to the edges whenever I cleared out something beneath them. But I get that this was made in a few days and you might have meant to have either. It's a fun arcade-y game!
I have fixed the second bug(bad goto). I tried working around the issue with the level select, but I can't find a good work around. I could set the level select look ahead to 1 instead of 0 but then you could potentially spoil yourself with the titles. I honestly wish there was a better way to handle this, but I don't know of a way.
once again, thanks for playing!
Thanks for playing!
-The first point isn't really a bug, it was more a limitation of puzzlescript. I wanted the names of the puzzle names to remain hidden, but I couldn't do that without limiting the player to the previous level. Although now that I'm thinking about it, I might have a fix. And returning the player to the beginning was because I didn't know how to send the player to the level select screen.
- that is a bug! I'll look into fixing it and post whenever I do. Sorry about that
Ah, sorry about that. I have to actively host the game in order for it to work. And naturally the version I have has been updated and polished. The bot can be downloaded from itch.io but you have to host it yourself. I know this was a weird concept that I just wanted to play around with, so it might be rather difficult to judge
So this game is fun, but the difficulty is to high on the outset. I had two easy fixes:
First, make the initial deck only have cards with values from 1 to 3. Whenever you complete a run, add four new cards which are one larger(4 than 5 than 6 etc.). When you add face cards for the first time, add in the jokers as well.
Second, whenever you heal, roll a d6 and add that health to your health. I could also see having the ability to rest between each room.
This is a pretty cool game and I would like to see this expanded upon and refined.
This game feels a little incomplete, i like the idea of being a book looking for an ending, but the agency moments don't really feel like book narratives and there doesn't seem to be a conclusion either. I can tell that a lot of work went into the art assets because I have done pixel art before and even making somewhat decent pixel art takes forever. I would recomend making the game a bit more minimalist next time and maybe working with a bigger team. Also, a little bit more time brainstorming probably wouldn't hurt, it felt like this game needed a few more ideas to bring it together.
I really liked this game. I won the scripted one on my second try, but what really sealed it for me was the ending(which I won't spoil here). This game is unrefined, not terribly complex, and the story is ok. But it has heart, humour, and, most importantly, fun. This might be one of my favorite games from the jam even though it is the video game equivalent of a kid's sock puppet show. 11/10 stars.
So, I do not remember a single bit of Macbeath from high school, and this game demands that you be pretty knowledgeable of it or have read it recently. I could see this being a teaching aid. However this game needs some way to show what parts of the passages are wrong or show the passage before we go to fix it. I also like the bugs crawling on the text, but I am not certain if they accentuate the core game play. On the one hand, the bugs do break up the game and keep you on your toes, on the other hand, they encourage you to aim for a higherscore by shooting bugs rather than by completing the passage. Those are my thoughts.