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Jakub Wasilewski

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A member registered Jun 15, 2016 · View creator page →

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Controller support is hopefully coming down the road! The issue is the tiny space I have for implementing all of the game - no room for an entire second control scheme in the release version.

But I am hopeful that given some time and once thing quiet down a bit, I can squeeze that in - if not out of the box, maybe as an alternate version just for playing on handhelds.

It should be there, under:

https://solitomb.com/help/#/12

It is in the "detail" section, after the prompt to start playing, though.

That' s mostly a normal thing in the game - it plays very much like solitaire, so when you lose, it's usually because there are cards left that you can't remove.

You don't have to remove all of the monsters (except on the last floor), so sometimes it's a matter of focusing on the important ones.

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Use your solitaire skills to assemble powerful combos and defeat the dungeon's monsters. Grab treasure and spend it to build a set of powerful, synergistic abilities to help you. Manage both your own resources and a demon's patience to hopefully survive the ordeal.

https://krajzeg.itch.io/solitomb

Solitomb is a PICO-8 game, mixing solitaire and poker influences with a roguelite structure to deliver deep and strategic gameplay in quick, half-an-hour-long runs. The gameplay focuses on stacking and altering cards to execute sweet poker-based combos. It's currently a free-to-play title playable in any browser, with potential to become a bigger standalone PC release down the road.

Enjoy the game and see you in the comments!

You could check out the big version (Slipways, without the "Classic") here on itch.io or on Steam. 

It's got an endless mode and lots of new things on top of that, but same concept for gameplay.

Thanks for letting me know, the issue was that the Steam keys allocated for itch.io purchases ran out. 

If you try now, it should be fine - but do let me know if for some reason it's still giving you trouble.

Hope you get many more years out of the new version! :)

Not sure what the acronyms you use are referring to, are those emulators, hardware?

If yes, I'm afraid I can't help much with troubleshooting - I can only test on actual PICO-8 and in-browser.

It does work on my end, but browsers are sometimes fussy when it comes to sound. What browser/operating system?

Some browsers block scripts from playing sound before user interaction, you could try clicking the game with your mouse first to see if that helps.

Unfortunately, chances for that are pretty slim at the moment. It would mean a pretty involved port, in return for quite a risky financial proposition (with earning money on mobile platforms being hard for games that just want to charge a price upfront).

I do agree Slipways would play well on an iPad, though, and I never say never - things might change in the future.

Glad it worked well in Firefox!

Normally, I add Windows/Linux/Mac executables as downloadables for my PICO-8 games, but I see that for some reason I didn't do this for Dank Tomb. I'll make a note of adding those - once they're up, you can play without PICO-8 just by using the standalone executables. I'll try to put up the executables some time next week, since there is really no reason for them to not be here.

If you want to play the original cartridge file, you do need PICO-8 to load it.

Sorry to hear that! The bug is kind of surprising, since the game hasn't really been updated or changed since quite a while (years), and that's the first I hear of a saving issue like that.

Using another browser might help - or playing using one of the downloadable executables, if you bought the game. I'm afraid I can't offer much help otherwise, since I don't have the right hardware to try and reproduce this (my Mac is too old for Monterey), and the issue seems to be somewhat specific to your machine.

You're welcome! See you in the next one! :)

Veteran shoot rockers call this the "Ivan maneuver". Ivan did not live long.

(This happens because you collect all the gems before they have a chance to spread out. 1024 bytes meant no space to add a delay before the gems become collectible)


Captures the original pretty well!

Would love to see it speeding up a little over time to up the challenge, since there is probably no space for adding more complex patterns :) Had fun anyway and a great pick for a 1k demake!

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Loved it! A space trader was one of my ideas for the jam as well, using the same idea you did with pictographics used as good types :) I'm glad somebody else did that so I don't have to ;)

Had quite a bit fun! Would love a bit more challenge in terms of eg. diminishing fuel or similar, but it's a nice chill game as it is - not everything has to be made for challenge-seekers like me.

Congrats!

:D

Rock devious enemy. Hard to outsmart.

Cool way to do the graphics and a solid little game!

Felt very... intestinal :)

Love the presentation and the gameplay! Had quite a bit of fun making my fish as chonky as it would get :)

That was pretty fun!

Juicy visuals and fun gameplay, everything hangs really well together - a solid entry!

The PICO-8 version of the game is not getting any new development, sorry.

You can take a look at its bigger brother, which includes many new ways to play (including an endless mode for when you want to colonize *everything*): https://store.steampowered.com/app/1264280/Slipways/

Feel free! No need for credit - palette cycling is an old, old technique with a lot of history behind it. It can be used for lots of cool stuff, eg. http://www.effectgames.com/demos/canvascycle/

In any case, have fun!

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Sure. It's a palette-based effect. Each frame, before the swipe is drawn, a continuous band of colors is set to various shades of gray, while all others are set to transparent. Each frame, the "band" in the colors moves one step forward, giving the impression of an animated swipe.

The item "glow" animation uses the same approach for a different effect (at sprite #41).

Super cool! 1:51 is much lower than I'd expect, love the high jump glitch (even though it means there's a bug somewhere :)).

Yup, this is already in! Will ship together witht he third update on the 23rd! :)

Sure! The game just looks for mods in a dedicated folder on your disk - as long as the right files are there, all store versions can share mods with no problems.

One small caveat is that only the Steam version will support Steam Workshop - so mods only available there will not be easily accessible unless the author uploads them elsewhere as well.

Unfortunately, the Patreon creator page is no longer active. Slipways is indeed 99% of my creative output right now and it's treating me well financially, but the flipside is that I have much less time and energy left for other projects. This might change in the future once the project is complete (soon!). Thanks for your support either way!

The official version is eXplore, eXpand, eXploit, eXhale ;)

It's a PICO-8 game: https://pico-8.com

Lovely little game with a hilarious premise. The randomness can treat you really well or really poorly, but it's not necessarily a problem in such a short title. Thumbs up, had some fun dancing my way through the galaxy at the end of an exhausting day!

Yup, they are way harder than the other ones! I'm not sure if I'd still include them if I made the game today :)

Yes, they do!

GOG is actually taking an active part in the initiative and they're also donating their cut.

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A coincidence that indeed gets pointed out from time to time!

I only played Star Ruler 2 after I made the original PICO-8 version of Slipways (prompted by a comment much like your own), and I must admit, the ideas around resource delivery and the resulting "leveling" of planets are very similar. They're very different games in all other regards, though.

In my case, the inspiration for how the resource/leveling system works was the original Railroad/Transport Tycoon games from the 90s :)

Adding myself to the chorus, that's great news! Can't wait to see the expanded version and wishing you all the best with development.

If you manage to keep the simplicity and straightforward (pun intended!) nature of this version while expanding upon it, you'll have a hit, I'm sure :)

There is one already :)

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Slipways is not very content-driven, being more of a replay-based game with 1h-long runs (with each run featuring different content when it comes to eg. technologies). It should take you about 10 hours to see all of the technologies, perks and then go through the campaign, but it all boils down to whether you like the style of gameplay the game offers. Right now, the average "time played" on Steam is a little over 12h, with quite a few hardcore players having 100h+.

That's just how energy works - and that's true even in the updated PC version. If you use it to replace a need, that needs gets replaced completely - only more energy will be accepted, not the original resource. So, not a bug - but maybe a little counterintuitive.

Have fun with both versions of the game! :)

Busy making a sequel to Slipways! :)

But hey, who knows, maybe for the next game :)

FWIW - we now give out a Steam key with every itch.io purchase, and the video issue is fixed under Proton, so the game should be fully playable under Linux.