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dysprositos

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A member registered Dec 22, 2020 · View creator page →

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This game really really needs a tutorial of some kind. I cannot even work out how to solve the first level as there seems to be one thing that you can do, which leads to one other thing you can do, which leads to nothing.

Also when you load the game and click the guide to learn how to play, there's no way to get back to the main menu to play other than reloading the page. That seems... suboptimal.

Neat concept, I liked the music and the title art.

Yeah, that's a good point--you can sometimes access that branch again by looping around from a different direction, but that might block off other things.

The 250 would be the score of that maze's best-scoring path (found by the program)--218 is a really good score, especially if you didn't turn on hints!

Thanks for trying it out, and I'm really pleased you liked it enough to play it for over an hour!!

Thank you! Yes, they're random; I haven't, like, mathematically analyzed them or anything, but I would be surprised (and delighted) if someone constructed a map that was 100%able--I believe it's impossible.

Some of them are harder to spot than others, and sometimes when I get into a groove noticing "three of these have a black square but one does not" it takes me a while to notice "three of these have an outer square and one has an outer circle." But there are ultimately only 40 sets and they all have an odd one out! I can provide the answer to any set you screenshot (or right-click-save-as on the game).

It's all in HTML and JavaScript. I make all of my games in HTML5 Canvas these days.

Thanks for playing and commenting!

This is really neat! This style of game isn't really my usual thing (I don't have a very good sense of timing) but the puzzle aspect was fresh to me and kept me trying until progression required maneuvering past a whole bunch of slimes.

This was neat and fun!

My main suggestion for improvement is to offer any onscreen information like: time remaining, HP remaining?, what level you are + what level the monsters are if that's how that works....

Still, I had a good time playing!

Oh, I see--my laptop touchpad doesn't let me do that. Sounds like a good upgrade though!

This is fun! I accepted Illiteracy on the first offer my first time, so I didn't get to see what all the contracts I was accepting were for... learned my lesson from that even though that meant turning down some attractive offers! I'm not sure what the automatic gun upgrade does, though... it didn't seem to have an effect. (Although I was rocking colorblindness, shaky hands, and blind spots by that point.) Neat idea!

That was. an experience. A+, highly recommend

That's quite good! That is a correct description of the game, yes--in the full game there would be graphics for the dice, which you could interact with (say, "move your mouse over a die to scoop it up, click to roll all scooped dice), and also a clock with limited time, but... then it wouldn't be a bad game. ;)

The theoretical highest score possible is 306: with six of a kind in each number's category (6*(1+2+3+4+5+6)), a two pair made of 5s and 6s, a full house made of two 5s and three 6s, and the highest-scoring chance roll (25: 6,6,5,4,3,1). (Plus the dice-independent small straight, large straight, and six-of-a-kind point values.)

A really neat and unique horror game! It took me a bit to work out the controls, and the purpose of the pointing arrow, but I have now saved several good children... unfortunately I have probably been killed by more evil children. Sometimes they just spawn nearly right where you are! The footprint visuals are really good. I agree with the other comments that a darker darkness would help make the game even spookier, and that some visual indication about saving the good children would keep that aspect of the game from being reliant on the (limited, though good!) audio. I hope this game does well!

I really enjoyed playing this! I can't quite seem to get past 120 myself but losing doesn't feel terribly punishing! The one tweak I would suggest is not starting the music over when the game starts over (or offering a mode where it can play continuously). The music choice is fun and works well with the coin collection sound and spacing. Great game!

ok i give up how do you encounter the clown god? please advise i (and my housemate) have pressed every key on my keyboard and reached a high score of like 350 and still no release from this unicycle purgatory. also this game remains enjoyable as it was when i checked it out during the jam!

I really enjoyed playing this game although I think I am too sleepy to get past my first-try score of, unfortunately, exactly 150, yet. Will have to try again tomorrow.

This game looks and sounds really neat, I wish I had the skill level necessary to play it instead of dying immediately after switching gears every time. (I can't tell how many colors were used to make the game either but that's the jam's fault for having extremely unclear rules.) I'm going to leave it unrated to avoid dragging the game rating down with my perplexity but it looks really cool!

Can't rate this because it looks like the version I had available to play was not the version you had done when the game jam submission period was over, but I have a couple suggestions that I think would improve what I played:
- Make sure the dialogue script matches what's being said. If the character says "I am afraid" then the on-screen dialogue should read "I'm afraid", no typos, etc.

- Name the language toggle after the target language (in the target language) i.e. "Castellano" when it's in English and then "English" (or handle language selection in a separate menu).

It looks neat, but it's hard to tell how many colors were used (just black and white, or also many shades of gray?).

I really enjoyed playing this and currently top the leaderboard as Gwen. Just linked it to other people I know who might like it. Timeless mode would be a nice option, as mentioned elsewhere. Another thing that might be nice is having to press Enter to submit the current word, rather than it happening automatically as you move letters; this would remove the frustration at being sooo close to putting in "LOTUS" when you now have to figure out what to do with "STOSS" or whatever. Some way to view previously-used words, or to get instant feedback when that is the case before locking it in, would be nice as well: or (which would make the game easier, so might not be desirable) it could just be the five current vertical words which are forbidden to repeat the use of. I'm also not sure how but it would also help to have some mechanic for getting (purchasing??) new letters over time (so you're not locked into a more and more restrictive letter pool as you go). Anyway, fantastic game, and I'm giving you almost full stars! (4/5 for music)

I really enjoyed this (even though I wasn't very good at it). I especially liked the bloops matching screen location of the wall hits. A very neat and clever game that gets full stars from me!

When text appeared on screen, did you wait five seconds, then press any key to continue?

Ah, I see now--I was interpreting the goal as "place the objects near the sunlight so they can heat up, *then* place them near the solar panels so that the (stored) energy can transfer" rather than "place the objects where they can continuously and simultaneously heat up and transfer energy to the solar panels". That makes a lot more sense!

This was quite engaging! The mechanic whereby the swimmer (runner?) is always either sinking lower or floating higher is interesting. My high score is 3400.

Very cute. I enjoyed this a lot. Great simple concept and it looks very nice!

Another attempt at explaining the mechanics/controls of this game:

If you press the up arrow key, or A, or I, all of the movable balls in the game will move upward if they can. If you press the right arrow key, or D, or L, all of the movable balls in the game will move rightward if they can. (And so on.)

You start with six movable balls. Each carries its own illumination, allowing you to see the nearby stationary walls of the (looping) maze that is the gameboard. However, if a movable ball pushes on one of these walls, the wall will light up and remain lit on an ongoing basis, allowing you to understand and maneuver within the (looping) maze that is the gameboard. A movable ball will not be able to move if a normal wall, lit or unlit, is in its way. And while it is stationary in this way, if a moving movable ball runs into it, it (the stationary ball) will die; the goal of the game is to reduce your movable ball count from six to one in this manner. You are your own enemy.

A complicating factor is that when a movable ball dies, some walls may turn vengeful and deadly, seeking to kill the remaining movable balls. Fortunately, you can see this change (the walls now look like black holes), and also the killer walls remain stationary. (So just don't run into them!) You can also strategize around this mechanic, because walls don't turn deadly at random--it is always all of the walls that were last pushed on by the ball that died.

So, to get the highest score you can on a given one-minute run, you want to kill as much as you possibly can (earning two points per kill), while dying as little as you possibly can (losing one point per death). If you avoid the killer walls entirely, and reduce your ball count to 1, you can get 5 points. If you kill only one ball and then your remaining balls all fall victim to killer walls, your score will be -5 points.

Are the two stationary gray objects on the left hand side of the screen the solar panels? Are they wired up to the locked door? (Which I have tentatively identified as the bit in the center square at the bottom of the screen.) How long must a movable metal object bathe a square away from adjacent to the most-bright square in the game (which I assume is the solar light) before it has enough energy to transfer anything/enough to the solar panels? No action I take seems to appreciably impact the game state (except by making the movable metal objects no longer freely movable). If the idea is that each of the metal objects must sunbathe for some significant amount of time in real time (more than a minute, for sure) before it can transfer energy to the solar panels, then there ought to be some kind of visual feedback so we know what progress it's made and how much it has left to go...

I can't give this game a rating because I cannot determine what the objective of the game is.

I really liked the way this looked and felt! Took me a few plays to realize that picking up tiny bullet-dots would refill my energy bar just(?) as effectively (without destroying my health bar), but I did better once I did. Perhaps you could have the score / high score display on the main screen after health runs out, so it's more clear that the game is over than just "WASD isn't letting me move anymore" (and so you don't have to figure out why it's not displaying at full size in the sidebar)? A really clever and replayable game concept though, and it looks fantastic! The use of the limitation sounds neat but I wish it had been documented in the game / directions itself (rather than just on the submission page).

Kill (and be killed) by running one movable ball into another (stationary but movable) ball. The walls are always present but only light up once you've run into them; after a given movable ball dies, all of the walls that it last touched turn deadly.

There is music, I don't know why it wouldn't be playing for you...

Thanks for playing and commenting!

Game or tech demo, this was neat! I did eventually work out what I was doing with the tank controls enough to get the transponders to the door (using the back of the arrow as a scoop and backing up), only to realize upon pinging that the goal was in fact to arrange their *distances* from the door appropriately, which would have been slightly easier... I would probably not have the skill-or-else-patience to play a full game of this, but I definitely dig the concept, the music, and yes the graphics. (The graphics are minimalist but that means they don't get in their own way.)

You can't lose Capture, but you can lose Between (if the computer moves its piece between your two pieces, rather than you moving your two pieces to be on either side of its piece--same arrangement but who made it matters) and Territory.

I have a slightly more elaborate plan for connecting the three games, adding replay value as well, but I didn't have time to implement it for Trijam, so I'll be updating this after the jam is over.

Thanks for playing!

I really enjoyed this game! Clever mechanics, great puzzle design. My favorite puzzle solution was scything the train to shorten it to convenience. The short number of turns per level made restarting a level not so frustrating. One issue I had was that it seemed like once I selected a piece and clicked Attack, it didn't quite seem to be possible to move the piece with footsteps instead of attacking. But restarting (by running out the turn counter with End Turn quickly) wasn't too bad! Also I liked the graphics!

Yeah I had some other puzzle types I wanted to implement but I couldn't get them working so I just went with slide-8, so your feeling was not wrong... Sorry about the bugging out, the kid is definitely supposed to stay put if not offered an open door...

Thanks for giving it a try and review!

It's free to play embedded in the browser; the pricetag is just for downloading the file through itch.io.

This was a fun little puzzle game! I got stuck for quite a while on the penultimate level, but I worked it out eventually. I liked the sound effects and the simplicity of the death methods. Having the number of phoenix feathers collected flash when it wasn't enough to go through the end-of-level door was helpful. The one tweak I'd suggest is to either sync movement to the grid, to widen the hallway, or to auto-correct the sprite position when necessary: there were several times that I was unable to get into a hallway until I walked away to "bleed off" some of my positioning on the axis perpendicular to the hallway, so that I would stop running into one or the other hallway wall when trying to enter it. Overall, nice and straightforward!

I liked this idea a lot! The little touches--the clicky sound the robot runner makes, the background art--are very nice. It wasn't clear to me why I got a game over (Main Menu/Restart) screen a couple times on Endless mode without being stuck or falling into the fire; it might have to do with the battery/coin pickups, as what they signified or affected also wasn't clear to me. Good use of save points to keep the game from being too repetitive. One thing I found interesting about this game concept is that it really is possible to lock yourself out of success, because if you explode/steam too early on a pipe you're not going to be able to avoid that since there's no way to close up airholes... Overall, a very neat twist on the endless runner genre, and excellent use of the limitation and the theme!

I was simply wildly optimistic in my time management predictions, and then I was very sleepy as I finished coding.

<https://dysprositos.itch.io/as-lauded>

I'm enjoying your livestream but I can't figure out how to rewind to see you play this one...! I saw your streaming announcement on the Discord though half an hour after start and went to check it out ;-)

After several lifetimes as a toaster programmer, I finally made millions with the best game ever made, Galaxon! A nice little story.

If you started it while the jam was still running, get in touch with a jam organizer (they're on Discord, possibly messageable through itch.io as well?) and ask!

This is a nice little game! The directions in the description were a bit opaque, but I eventually worked out what the game is doing and how to do well.

One bug I found was that it's possible to select the same number twice for a single operation, resulting in the operation execution clearing one operator symbol and one number total. If you do this at all, you end up with a grid with no operator symbols, just numbers, and no apparent way to proceed as the power level drops...

I really liked the buildings lighting up in the background as grids are cleared. I wish I could do well enough to see it fully lit!

Looks cute! I'm not very good at avoid-the-enemies type games, and I found the double jump mechanic pretty hard to engage, so it was a problem for the bunny whenever midway through a given level's grocery list a bird would decide to fly by at exactly bunny-jumping height while the rhino continued charging back and forth looking to gore/trample the bunny... I'd be angry too!