You bring up a good point: Free games can be a part of a bundle, and I believe pages without any downloads can be added to a bundle. From a site perspective, it seems easy to do what I am asking, I was simply checking if there was any rule against doing this. I will most likely work out an alternative to make all games available at the time of the bundle's release, but I wanted to know out of curiosity if this was allowed.
galactical
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I could not find an answer on this in the forums or FAQ, the closest thread I found was this: https://itch.io/t/3575159/can-i-add-content-to-an-existing-co-op-bundle-on-itchi...
One of the games in a planned co-op bundle needs to release 2 days later than the bundle itself, but I would like for itch users to be able to buy the bundle as soon as possible, then come back later once the game has been released.
Of course, this would be made clear to all users before purchasing the bundle. It will say exactly which games are available now and which are coming in a few days, but I wanted to make sure this was allowed on the platform. Users will buy the bundle with a clear disclaimer that one of the games will be available for download in two days, then they can come back and download it when it has been made available.
Can anybody confirm if this is an accepted practice? Just want to make sure I'm doing right by itch, thanks!
Thank you for the feedback, I definitely agree that the mechanic you are referring to was unintuitive. I realized it existed towards the end of the jam and, since it was consistent and logical and led to some interesting puzzles, I decided to leave in those puzzles that used it. If I were to go back, I would have changed up how the mechanics work, but that's part of the fun of a 48-hour jam. I implement a rough idea, then spend some time exploring it, meaning I also find the problems in the system lol. Thanks again.
Lol, Ludum Dare's theme "Tiny Creatures" is of course where the idea came from. I wondered what it would be like for a Sokoban character to grow/shrink to relate to the word 'tiny' and a creature who can do that irl is a Pufferfish. From there, I just wondered about what kinds of weird behaviors might result from the growing/shrinking characters, and there were enough interesting things that I knew I could make a few puzzles out of it. Thanks for playing!
Easily a favorite from the jam. I've played the Witness so much, and played so many fan games, I really should have seen the twists coming but didn't. At first I wasn't sure, but as I went on it became more clear how 'scale' played into the game. For a puzzle game created in such a short time frame I got an incredible amount of playtime out of it, and thoroughly enjoyed it. Like any puzzle game made in such a short time frame though, there were minor annoyances and bugs. I found that the save and load system introduced a lot of bugs. Loading a save caused certain blocks to no longer be able to be dragged, and stairs to not open. Restarting the game and loading a save fixed this. My biggest complaint is that there really should have been an auto save before reaching the top of the tower. After that point, the majority of moves that I was able to make resulted in me becoming soft locked. I replayed from my last save and made a save up there, the kept reloading it to experiment. Making a game this ambitious in such a short time frame is sure to lead to some quirks like that, but the game you've made here is incredible. Great job!
Good game! Like others have said I found it was easy to softlock myself by pushing crates a little too hard and having them slide off into a wall. Good use of the theme, I especially like how becoming heavy to break floors is sometimes desirable, e.g. when it lets you pass into another area, and sometimes adds extra difficulty when you are trying to platform on them. Nice work!
LOL instructions were definitely unclear, and bugs have made the market quite wacky. My favorite bugs are competitors selling products for negative dollars (an appealing deal) and the lot listing a collection of 0 items, for which your competitor bids a single dollar and wins. Hope the bugs at least gave you a laugh, thanks for playing : )
The learning curve was steep, I was confused by the drainage pipe obstacles until the later part of the game, but once I understood everything the level design came together, and seemingly got better as I progressed. The way you are punished with long falls reminds me of Jump King, an unconventional platformer that I'm a huge fan of. After a particularly brutal fall through three layers of drainage pipes I had to call it quits before I broke my laptop, but I may come back, these sorts of games tend to do that to me :P Nice work!
You're completely right, my attempt to fix the issue failed again : P now that ratings for ludum dare are over I can make another update. The idea is that you were supposed to be required to use the mechanic to complete (ROT13) gur ebbz jvgu bayl oyhr naq terra. Thank you for playing and for the feedback!
Gah! Sorry for that, I think I know what happened, but I thought I had fixed it. I’ll add a note: if the game ever freezes for you in the eternal suffering room, you can press R to exit the room and maintain your save. Also, if you try reentering the room after that, it shouldn’t freeze again. I’ll look into a better fix. Thanks for the report! Hope you’re still able to enjoy the game!
Thank you for your feedback! I wasn’t able to do quite as much with the procedural generation as I wanted to, I guess I overestimated puzzlescript’s abilities, and also was running out of time for Ludum Dare. I would have ideally liked the top to have multiple rooms you have to complete under time pressure, leading to a secret ending, but I just couldn’t get that working. In the end, I thought it was fitting to loop a single basic room, and call it “eternal suffering” lol.
You are correct that undo/restart is never necessary! That was one of the first principles I wanted to explore with the design; in a variant of Sokoban in which every move is reversible, how can I still make interesting puzzles? The lack of undo/restart also made it possible to have the structure the game does where you can freely walk between multiple puzzle paths while knowing none of them can be stuck. It also is what made the method of procedural generation used here possible. The game simply places sigils in a valid position, then randomly moves the player character around to scramble them, with the knowledge that any move made can be undone.
Thanks again for playing!
Liked it! A good narrative wrapper to put around a logic puzzle of this kind. I've seen these tricks used before, but it's always remarkable to me that you can find one specific 4 digit number from what seems to be so little information. Also, I expected "check solution" to show me the solution, clever idea having it require me to enter the password!
Thank you! I'm not sure that I will update this game beyond where I left it for this game jam. It is likely that I revisit this idea in the future however. There are some items I included to be sort of dead-ends but also funny secrets/additional information as to what transformations are being applied. To reward the player for finding those items, rather than adding more puzzles which may end up being redundant versions of pre-existing puzzles just with a different item in the output, I think it would be better to give the player a full journal showing all of their discovered items and recipes, both as a way to track how to make certain items so that the player doesn't have to rely on memory, but to also provide a sort of reward for finding every little detail. Thanks again for playing the game!
I found myself feeling the same way during development. If I were to make something like this outside of a jam, one of the most important features would be some sort of chart the player can access at any time showing all discovered items, and all discovered methods of creating them. For a game any larger than the scope of this jam, I think that might be necessary to avoid forcing players to rely on note taking/an unfair amount of memorization. I also agree that with some testing, I could probably create a set of recipes that make it easier for players to predict, and plan their solution, but sometimes the unexpected interactions are what make the game fun. It would be a difficult balancing act. Thank you for the feedback!
Wow! This is a more detailed list than I made during development, props for organizing this and explaining the recipes so thoroughly! There's only one thing I could correct, SPOILERS:
/
In the "progress" section, rock, paper, scissors, and chicken are backwards. In those levels, the green box has a left facing arrow. Left facing arrows simply mean the reaction applies in reverse, similar to the backwards crafting table. So the actual interaction taking place is this:
Egg upgrades into chicken
RPS upgrade into whatever beats them:
Rock upgrades into paper
Paper upgrades into scissors
Scissors upgrades into rock.
The confusing aspect is that these interactions only ever take place backwards.
Also: Breadboard ->invert-> Chalkboard is kind of a reach, I just really wanted a way to make the puzzle fit the theme using the objects at the players disposal. My best justification is that chalk and chalkboards are inedible and very unappetizing compared to a breadboard.
Thanks again for playing and going through the effort of documenting these interactions!
I made the cardboard enemy/player art today!
Here's the enemy: He's basically just the frowning devil emoji. My only goal was to make something that read as an enemy (hence the horns) and had a face that was different from the players. Also, the fact that he's frowning plays into how the player's facial expressions work:
I ripped the health system from Michael Brough's 868-Hack, in which the player has three health states: Full (smiling) half (meh face) and low health (frowning).
Lastly, and it's not very impressive, I made the box:
I don't know why it's so huge on the post but here you go I guess! The plan for the targets is that they'll be some sort of fake stickers I'll make on my computer and past onto the tiles in the room. It will be something thematically consistent, like the kind of marking you would see on a cardboard box in the style of "Handle with care/WARNING Fragile" etc.
That's all for now. Next: I need to get these things moving around in the game.
And here is the cardboard room working in game!
Even after a lot of painstaking photoshopping to make everything line up, somehow there's a weird visible seam/misalignment with the top wall. I'm pretty sick of that photoshop file for now so I'm leaving it as is. Even with the ugly programmer art on top, travelling through the doors conveys depth, and really makes it appear like the objects are in the space and travelling through the door. I'm still debating exactly how much animation I plan to do for this project. The character really needs to move smoothly for visual clarity, but I don't know that I'll do anything too fancy with the room transitions. We'll see though. Next step is replacing that programmer art before creating smooth animations.
I'm creating a Brough-like procedurally generated dungeon-crawler based around Sokoban inspired box-pushing, with all art assets being made from cardboard!
Before creating any of the art assets, I created the game layer using programmer art.
I did this because I wanted to be sure of exactly what art assets I would need to create, and also to make sure my game idea could work before making a big mess of cardboard in my room.
The gameplay is simple; The game creates randomly generated 5x5 rooms with 3 boxes, and 3 goals. The player gets points, and refills their health when they place all three boxes on their goals. The map also has enemies in it, who try to chase down and deal damage to the player when next to them. The player can defeat enemies by standing next to them and pressing toward them, or by pushing a box on top of them.
There are some other surprises I won't spoil, but I'm essentially done with the gameplay, so it's time to start cutting up boxes!
Here's the 10x10 inch model of the dungeon in the game. The plan is to use photoshop to create the various different door locations out of this master image. Doors can never be in the corners, so by rotating and flipping these two doors I can create all the variations needed.
On a side note, have you ever seen those videos where people build massive cardboard recreations of video games and then put a hamster in it?
Anyways, that's all for now. After I get the room/door visuals working in game I'll create the player/enemy objects. I'm planning on making them out of flat pieces of cardboard laying on the floor, so that they can look convincingly like part of the space as they move around the screen. I'm totally up for suggestions for what the enemy should look like, as I'm still not sure. Let me know what you think!