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LaptopCoder11
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Thank you!
I try to think about unique ways to interpret or incorporate the theme/limitation when doing a game jam if possible.
I completely agree that it is difficult to understand the mechanics of some of the boss fights (especially as each one is different); might be something to think about for a post-jam update.
Thank you!
The decision to snap the Artifact to a half-grid was more of an aesthetic choice made early in development as it made it feel more like you are placing the Artifact on top of the map instead of it being restricted by the map itself and acting like a map piece. It being part of the puzzle was completely by accident as a result of the ruleset I ended up with :)
hint : 3-3 and 3-4 don't require you to create general solutions that work for any values, although it is possible.
One solution to 3-4 is (rot13) gb guvax bhgfvqr gur obk naq uneqpbqr bar bs gur inyhrf (va guvf pnfr 4) naq erhfr ert1 nf n pbhagre.
Self-modifying code was one of the original ideas, but I didn't end up implementing it.
There is another memory region that is introduced in Chapter 4 which allows for general solutions for both multiplication and division, although anything before that is possible without using it.
So I just checked the code, turns out the answer check for that task was looking for a program that puts the result, not the remainder in reg1.
I must have changed it and forgotten to update the task to match.
I just released an update changing 3-4's wording to match this. (release_v1.2.1)
Sorry about that.
Thank you for the feedback and for giving it a try!
It's not really the kind of game I play either, but I wanted to try making something different from what I normally make.
- The yellow outline around a tile shows when it is ready to be harvested (With right click),
could have made that more clear to the user, I will add it to the description for now.
- You can sell your initial trees, but I don't know if you can win by doing that or not.
Good concept and art style, the one thing I think it is lacking is an in-game/interactive tutorial, as a first it was a bit confusing. However, after working out how to play through a bit of trial an error I enjoyed it.
I do also feel like the difficulty was a bit unbalanced, as it felt very easy to lose the game early on.
I would like to see an expanded/more polished version of this concept in a post-jam version.
Overall, well done!
Thank you!
The movement is a bit confusing to get used to, but does have a logical reason behind it.
Basically, the raft only moves if there is a solid thing behind it, at the exact distance that is the current grid size, so if there is a wall in the tile behind the raft occupying the same location(even just a little bit), it moves at the current grid size.
Another way to visualize it is to take the current tile or tiles the raft is in and move it to another tile or tiles (of the same grid size), if there is an overlap between the raft and another object, on that grid size, it acts as a wall and can never be occupied by the raft but can be used as a push off, if there is no overlap and the space is empty, the opposite is true. That's why you can hit a wall while visually not touching it, as if it did move another tile, the raft would overlap with something.
It could be made a bit clearer somehow but I'm not sure how to visually show that in a good way.
Hopefully, my explanation made sense, thanks for giving it a go.
Really enjoyed this, a very polished experience!
(besides the buttons for the UI, but that doesn't matter that much)
Good use of the limitation and theme as well (a hexagonal grid with islands)
One thing was that the shell symbols on the water kind of blended in, but other than that I enjoyed it.
I think it took me about 10 attempts to finally complete it.
In a post-jam version, maybe you could add some more mechanics, like a danger that can never be next to another of the same type, which might add some more strategy.
Overall Great Work!
I really enjoyed this, it's very satisfying when you complete a puzzle, while not being too difficult.
The first one was challenging but over time I developed a strategy to slowly put everything into place.
(I found the Bird (first one) to be the most difficult, and the jellyfish (last one) to be the easiest, although it might just be because I improved with each one). Would like to see more added, maybe with another mechanic to mix it up a bit
Overall, a great submission!
Looks amazing with the cardboard cutout style, and it's fun to outmaneuver the enemies.
There were a few issues like the X sometimes not registering, and impossible levels, but being able to reset prevented those issues from being annoying.
But overall, I enjoyed playing it. A post-jam version with more unique enemy behaviors and a larger map space would be interesting.
Very relaxing game, with some nice strategy aspects about where you place tiles to get more points in the future, definitely would like to see an expanded version of this game. The only thing I would say is some of the models are a bit small, but that doesn't detract from the gameplay at all.
Great work!
Fun game, that has a mine-sweeper-like style to it, one thing I would say is that you could add some danger somehow (quicksand?), that can be indicated by the clues in some way, which would change the gameplay up a bit and make it more interesting.
But overall I enjoyed it :) [Best score was 6 so far]
Very challenging arcade game, but fun. At first, I kept failing a lot, but after I worked out that you had to go between islands I enjoyed it a lot more, this could have been made clearer. Some of the minigames are hard to react to in time, maybe some warning that one is going to appear the next time you move so you can prepare? However, overall I enjoyed it even though it was challenging.
Enjoyable stacking game.
I would have liked a tutorial built into the game just to make it a bit more clear what the goal is, and the scoring seems a bit difficult (a whole row?). Maybe in a post-jam version, you could have easier difficulties where you only need like 1/3 of a row of the same block/cat to score?
Also occasionally the line clearing didn't work, which I assume was a bug?
Overall, an enjoyable game, if a bit difficult to score/gain points in.
Very enjoyable atmospheric game.
The only thing is maybe making the timing a bit more lenient as at the moment it feels quite strict. I liked the use of Gymnopedie No. 1 (i think?) as background music as it made the game less stressful and oddly relaxing to play.
A bit of polish to the player physics/collision and more variety to the mechanics would be good start for a longer post-jam version if you wanted to keep working on the game.
Overall, great game!
Relaxing game, although I couldn't interact with the other cats for some reason?
The environment was nice looking but got it a bit boring/simler due to the large size of the level, maybe adding some more clear variety (tree types, colors, etc) would help, or sound would help give the world more life, for a post-jam version maybe?.
Overall, a nice cozy game.
Very simple, but polished experience. Good use of the theme and limitation. However, I found it a little bit hard and slightly repetitive (one way to fix this might be to slow the game down and slowly increase the speed over time just to ease the player into it). A post-jam version with a few new player interactions to change up the gameplay a bit would be interesting to see.