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gingerbeardman

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A member registered Apr 04, 2016 · View creator page →

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In my situation I do not use the itch app.

My own script only makes one single call every hour.

Anyway, the 429 issue has been fixed for a week or so for me. No changes my end.

Please, let’s stick to hard facts.

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I’m getting 429 when I make my hourly request, and I don’t make any requests outside of that. I’m seeing wider reports of 429 error.

That’s to say my experience does not align with yours.

And before last week it worked just fine.

If it’s not DDoS something has changed.

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Could be.

Though 429 error still happening for me as of right now, so is this site still being DDoSed?

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I have had a small script running hourly for years, it only exists on my local machine. It simply gets the data for all my games (views, downloads, purchases)

Recently (I noticed today but it seems to have been happening all weekend) it started returning 429 Too Many Requests from openresty.

I revoked my API key and generated a new one, and the script worked one time, and an hour later when it fired again it returned 429 Too Many Requests.

Have there been some changes?

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Cheers! I am considering reducing the max multiplier (behind the scenes you’re collecting Jacks that act as the multiplier count, which is part of the reason why the limit is 4, the other part of the reason is the 5 rounds).

The game distills to a balance of:

  • sacrificing some cards to get multiplier
    • kind of like betting you can turn the game around? a bit like koi-koi
  • keeping your high cards for late-game
  • trying to figure out what the P2 might have
  • trying to get the Ace to give you an edge

In traditional Agram the winner is the person who wins the last round—all the other rounds are just preparation for the main event—so even there it’s about playing in a similar style.

Both, kinda! I played using the Simulator, then I connected the Playdate as controller so I could use the real crank to control the Simulator (this should be the same as running the game on device as far as crank values are concerned).

One of my most (least) favourite things in the world! The most horrible deadline.

Cheers! It already supports 2-player pass and play, from before I added CPU player. I just forced CPU player for the Jam as time was of the essence! I added the start screen about 5 minutes before deadline.

New spooky hardcore high quality graphics coming soon from my friend Fausto Giurescu (there was no time during the Jam as I only learned about it when you published your manual and it showed up in my RSS feed!)

Love the absolutely massive cards in this! I wasn’t really sure if or how I was scoring. But it was fun.

Just had to pop in and say how much I love the teaser art for this game.

Thanks for writing about your process!

Lovely art.

Perhaps the beginning of a fun arcade style game.

Cool concept! Packs a lot of punch. Nice work.

ps: at one point I ended up with “-1 treats left” in a house and it kept going so eventually I chose exit.

I love the old school arcade game vibe of this one. Really great concept.

Though, I was surprised I couldn’t use the Crank to change the direction of the arrow! Might make it too easy, I suppose, as part of the fun comes from wrestling with the direction of movement.

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Impressive! The little walking people are really cute.

Though I personally don’t see the need to feature guns, I will say I really enjoyed the other items.

I enjoyed how interactive and dynamic things are in this. Nice work!

And great to see another card game.

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Enjoyed this!

The crank was far too sensitive meaning I was not successful even once.

Still had fun though!

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Poetry over prose. Loved it.

ps: on the witch scene I click on the tree out of the window and it triggers “are you finished?” and near the end it says “10 trick or treaters”

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Love this! You’ve got something here, for sure. The mechanic of picking one thing from a pile is very engaging and has a lot of promise.

I wasn’t sure how far I was through the game, so I think that could be made more clear.

And if you plan to go forward with this I would add some risk to counteract the reward. Right now you don’t know how wrong you were until the end of the game. IMHO it could be shown at the time a selection is made, using sound or some juice to shake the screen by an amount that changes based on how less-than-optimal the choice was.

I’m only a year late, but better late than never 😅 I’ll make something with this.

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Hi. I just tried it using 2.5.0 in the Simulator and on my Device and it works as intended. In the quiz deck, successive presses of the A button will alternate between showing the answer and moving to the next card. Holding down A will skip through the cards.

Be aware that it’s recommended to use either the crank or the buttons. So if you’ve cranked and the card is partially animated there may be some odd behaviour, as movement of the crank will hide the answer. Dock the crank to correct this. If that’s your problem, please do let me know!

Thanks for making this port! I’ll try it soon.

I love the technical improvements in this remaster. Would have been great to have seen this sort of quality back in the day.

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I really enjoyed this! Very well done, and amazing you made a game for such an old platform with its limitations.

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After the last post I was thinking to myself “use a polygon!” (said in the way you do at a pantomime: “they’re behind you!”) so very happy you used one and then went over and above in typical fashion. Lovely!

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I just donated via the fundraiser page. It felt doubly odd donating to “my” own campaign and using US dollars.

It’s important for me to point out that the donations are automatically passed to the charity by Just Giving. We set up the campaign page and selected a charity, that’s as far as our involvement goes. We definitely do not handle any donation money.

OK, have fun!

Thanks! Very odd. Is the date and time set correctly on your Playdate?

Super cool! Nice work.

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Hi! Thanks for the report. I’ve just tested the game (latest version 1.1 from Catalog) on my device (running 2.5.0 firmware) and after launching I can do all three tutorial levels and the next one that I select myself. At what point does this issue happen for you? Is there any error message? Could you video the crash?

You could try deleting the game’s save data: Settings > Games > Sparrow Solitaire > Delete Game Data (but first please copy it to your PC before deleting it; if the save data does turn out to be the issue we’d like to look at it - thanks!)

No, it will only ever be here. Thanks for asking!

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This new is much better, quite playable. There is still some slowdown at the beginning of a level (how much depends on how many enemies there are) that eases off as the level becomes more empty, but it’s much less than before. So, thanks!

ps: I’m using Android 11 running on a Nexus 7 (2013). Old, I know, but still very capable and a great book reading tablet.

I’m wondering if you’d accept pull requests on this? As I notice it’s on your old/unused GitHub account.

This looks delightful!

Looking very nice indeed!

Maybe it could actually scream?