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liquidev

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A member registered Oct 06, 2016 · View creator page →

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the latter because i can’t be bothered to set up a vulkan wrapper. generally speaking, i don’t really need the extra performance advantage vulkan gives me so GL’s relative “”””“simplicity””””” (if you can call it that) is what i chose.

if i ever find a decent wrapper over vk i may reconsider it, though.

Thanks for the recommendations, but I already have my own engine I’m gonna use for the port. I much prefer raw code over visual editors (for layout) like Godot’s, since it gives me much more control over the performance and overall structure of the game.

Glad you liked it! I think I might port it to my new engine during the winter break, and add all the features I didn’t implement during the jam, though the Nim compiler not having incremental compilation yet has been slowing me down with any game-related work so no hard guarantees it’ll come out.

Man, I just love this concept. I hope you expand it post-jam, since the game was really short. The game has a lot of potential, and I'd like to see more puzzles.

It's a pretty nice game, but the final boss is really repetitive—he takes way too long to get killed. Other than that, it was pretty fun!

One of my favorites, this is so far the most engaging game I played during the jam this year.

Can you please provide a tar.gz or rpm build of the game? I run Fedora and it doesn't support deb packages.

Thank you!

The player actually does have a bit of acceleration, however it's hardly noticable. This other "large ground detection hitbox" feature is often called coyote time, and I was going to implement it in the beginning, however I think I got too good at the game and forgot about it :P Thank you for the review! I'll try to incorporate some of your suggestions into a post-jam update.

Thanks! Visual effects were one of my primary goals for this game, I'm glad you liked them :)

Thank you very much! I'm glad you enjoyed it.

Regarding the audio, these latency problems are only really present on Windows, you can try tweaking data/settings.json here and change the latency to be lower (it's 0.2s by default). I hope this will all get sorted out when I port my engine to use SDL as a backend.

I quite liked the game, it was like a tiny remake of No Man's Sky but with its own twist :) It's kind of unfortunate that the game doesn't have any audio; even some simple sound effects from jfxr or some other generator would've worked, especially regarding the game's aesthetic. Other than that, nice entry!

It was quite effective, but I got completely stuck on a level and didn't know what to do. It's not your fault though, I'm just bad at puzzles

I really like the concept, but I'm terrible at the puzzles :/ An in-game tutorial would've been really useful as I had to look up the controls on the jam page. Nice game!

Please test if the new build works on your machines, the library should now be statically linked.

Please check the new build and tell me if anything changed about the error. I really hope this can be fixed relatively easily, otherwise you'll have to wait until I port my engine to SDL2 (which might take some time).

Sorry, but I was unable to get the game working with only ALSA enabled. I'm afraid you may have to compile from source.

I can't really link soundio dynamically, however I can compile it without PulseAudio and JACK dependencies. I'm moving away from soundio soon anyways, but this is what I can do right now.

Sorry, but I have no clue what this error is caused by. I'm going to enable stack traces and upload a new build soon, so please keep an eye out.

Right, I'll try to upload a statically linked version.

The graphics are really good. Gameplay was a little hard to understand in the beginning, but after I got used to it, it was really fun. The game has a great mood, you try hard to not lose any people. I only saved 35% in the end :/

I quite like this game, but the randomness is kind of annoying. It is quite fun however, but mostly for short play sessions while on the go (I guess that's why it's advertised as primarily for Android). Good job!

This was a really nice experience! It was pretty difficult to figure out the controls in the beginning, but after that it was really fun. My high score is 108 :)

Let's talk about Windows audio issues on Discord. My library is still experimental and I'm in the process of fixing various bugs, so any reports are welcome :)

Thank you! I know that a lot of the mechanics are pretty hard to understand, I'll try to correct that in an update with a tutorial.

I love the overall concept and backstory of this game, but finding the spy was pretty hard the first time I played the game. Dance mode was super hard for me, probably because the arrow keys don't have the same arrangement as on the screen, but was really fun anyhow.

Love2D is the framework, not the engine. I'm using my own engine I made specifically for pixel art style games, and it doesn't allow for higher resolution drawing (although I could implement that, but it would make for some really messy code).

I do agree, it does need a tutorial, but I didn't have time to implement one during the game jam (also engine limitations force me to use low resolution for all drawing, so text would be hard to fit on the screen)

Not yet, but it looks cool.

Hmm, I wonder why that is. Talk to me over on the Game Off Discord, communication using itch is rather slow.

Yes, that's Love2D, but keep in mind that it's a framework, not an engine. This means you have to implement all of the game logic and physics yourself, and my implementation is rather poor (it works, but there's a lot of messy and hard to maintain code).

Of course I'll expand on the concept, but I need a better engine now (the one I'm currently using has a very messy codebase, and I need to make a rewrite), so updating the game might take a while.

Does the game throw an error, or something?

I didn't have time to implement a tutorial unfortunately, so I tried to make the game as responsive as possible, but unfortunately the mechanics were pretty complicated in the end and it didn't work out :/

Thanks for the feature!

Thanks for your opinion! Currently I'm not working on the game (break because of GitHub Game Off), but I'll take your suggestions into account. I'm not sure about what kind of visual feedback I should implement for the Spamality meter and the health bar, I also don't want to implement any tutorials, as I believe this would go against the retro theming.

The game was made in 2 days, I didn't have enough time for music :/

Again, thank you for your feedback!

I didn't have time to make the music during the jam, I focused more on balancing the gameplay and making everything feel satisfying. Thanks for your feedback!

Of course I will update the game! I'm currently working on a bigger rewrite, that's why there's no news and stuff. Anyways, I'll improve the AI, so it uses the A* algorithm instead of this "follow the player, bounce off of walls" thing, I didn't have time to do that during the jam. Also I'll try to fix the exploit (because it is possible) in some update. Thanks for your feedback!

You know, on my mouse, keeping the aim steady was pretty easy... Maybe it's just the surface I use my mouse on. Anyway, thanks!

Spamality! is my arcade shooter for Open Jam 2018, the theme was spam to win, and I came up with this:

*the game looks slightly different in the final version, because I changed the font to not infringe PICO-8's copyright

Because the game was made for a game jam, I wasn't quite able to add many mechanics, but I'll be developing the game further after the jam ends.

Game page: https://lqdev.itch.io/spamality

I'm open to any additional suggestions!