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LukasWho

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A member registered Jan 16, 2021 · View creator page →

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Hi,

sorry if this has been asked before, but I couldn't find anything using a quick forum search.

I currently have a web game in playtesting phase that is password-restricted. Playtesters using Firefox can open the game page just fine using the password. However, since the game uses SharedArrayBuffer, the game itself will launch in a new window, which will in turn show a 404 error instead of the game. I assume this is because the game is password-restricted?

Is there any workaround for this?

Best
Lukas

Finally finished everything, really cool game and fantastic puzzle design!

Hey again! I pushed an update that might have fixed the bug. Please let me know if it works now :)

Oh, this is a pretty neat idea! Level design was also pretty good from what I've seen. Glad to hear you keep working on this post-jam :)

Aw, thanks! :) We used a custom framework / engine which I'm afraid isn't exactly usable by anyone else but me right now, but maybe I'll get into some code cleaning one of these days.

Thank you! If you're interested, I've wrote a post mortem where I outline the tech we used: https://lukaswho.itch.io/zoom-escape/devlog/789458/zoom-escape-post-mortem

Technically, the source code is also public, but I wouldn't necessarily recommend trying to figure out what's happening there if you want to keep your sanity :D

Hey! Still puzzled by this one, and the error seems to be thrown by a different site. I assume it probably is something about permissions, but I honestly have no clue what exactly it could be.

One more thing I thought of: It is possible that the error appears in a normal log message that starts with "Error in main game loop:". Maybe you can find that. Otherwise, I'll have to see if I can find some way to reproduce the bug myself.

Hey, thanks for the bug report! Very sorry to hear it won't load, trying to figure out what's going wrong here, but so far I haven't been able to reproduce the issue.

Can you tell me where exactly the game gets stuck? Is it still the itch.io "Loading game for the first time" screen, is it a big white pulsing "Loading ..." text or is it the play button not filling up properly? That would already help tracking down where things start to go wrong.

Also, it would be really helpful if you could check if any errors are thrown in your browser console. If you're unsure how to do that, you can open the browser console by pressing Ctrl+Shift+I, then try to load the game and watch for anything yellow or red.

Please let me know if something pops up and I'll take another look into it!

Aw, thank you! And nice job on the walkthrough! :) 

Thank you! :)

What a lovely bit of silliness! I think this is a good game to call it a day for this year. Thanks for making me laugh! :D

Blocks changing size on touch is a concept I haven't seen this jam, kinda like a size Midas. Interesting! Level design could definitely use a little work as I got very lost where to go, randomly stumbled onto the exit in level 1 and randomly fell to my death in level 2. Still, pretty good work for your first game jam, especially in just 48 hours, keep it up!

Pretty much what the previous commenter said :D We used space instead of clicking, seemed a little easier. Art was really nice. Sacrificing followers was a fun twist on the scaling aspect. Nice job!

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Nice little platformer. Level design was maybe a bit too precise for my taste and falling of cliffs was a little annoying, but the boost mechanic was neat. Color palette was really nice. All in all, pretty good start, well done!

Not great at 3D platformers, unfortunately, and didn't do much better with this one. Seems to have reasonable level design, but too hard for me, sorry!

Aw, thank you so much, much appreciated! :D

Ooh, this is a really cool spin on the idea! When the theme was announced, we were also contemplating to interpret the theme as "built something using musical scales", but didn't exactly figure out a good game mechanic with that idea, glad someone else figured something out. I love how a track slowly evolves over time and it's nice that the levels allow for a bit of artistic freedom. Character movement seems a little weird and towards the end of the second level I broke it by accidentally recording a note on my previous playthrough that I think messed up any chances of escaping. Would be neat if the characters also moved on time, but I can see that becoming tricky with the climbing mechanics. Overall, I love the concept and would love if you continued working on this after the jam, I think there's a lot of potential still in here. Great job!

That was a weird little experience. Second part definitely caught me off-guard. Controls were a little finicky, but I suppose they are meant to be. Might be a fun little speedrun challenge. Nice job overall!

That's a pretty cool movement pattern! I think the level design could have worked a little more in the favor of that, as I didn't need to jump a single time. The style is pretty cool, but could maybe be a little more consistent; I think it would be fine to have one element pop from the black-and-white background, but I'm not sure about the lasers, for example. Still, all in all, I had a pretty good time with this one, well done!

Heh, this was  cute! The see-through effect on the table was pretty nice. Got an A-tier fort on my first try, not sure if S-tier is possible, but honestly, sleeping in an A-tier fort is good enough for me :) Well done!

Fun mechanic and some pretty decent level design! Played up until level 11, then got a little too frustrated by not having an undo button after getting stuck in a box. The push sounds are a little rough, I think. Needs a little more polish, but could defnitely turn into a cool puzzle game! :)

Neat, a musical Simon Says game! I just wish I had any way to play with the instruments without adding notes. The way it is right now, I had no idea which "pitch" corresponded to which note, and on the piano, the lower and middle pitch are the wrong way round, which is a little confusing (and probably a bug you already know about). With some polish in that regard, this could turn into a cute little game! Visuals are also pretty nice.

Sweet little game! I quite enjoyed the soundscape. and viusals, while simplistic, were also pretty nice. Eventually got a little laggy, but not too bad. Still, given this game is so much about symmetry, I wonder if there's some cool rendering tech you could do (or maybe you're already doing) to reduce the number of sprites you have to draw? All in all, very cool little entry, glad I played it!

Thanks a lot! :)

Thank you, glad you enjoyed it! :)

Sweet little strategy game, but maybe needs a little more challenge? Honestly, I never quite got all the systems. The first two times I died because I ran out of influence I think, though I'm not sure what exactly that is, then on my next run I got a good resource pool before I had to start drilling and I could easily make up for the lost happiness every time, so I eventually stopped playing. Pretty fun concept, though, and I think with some balancing this could turn out pretty neat.

Took me a moment to get used to, but got pretty enjoyable afterwards. Music track is great, very 80s! Would maybe be cool if it didn't stop completely in the ship but maybe a toned down version of it? All in all, pretty fun little entry, nice job!

Fun concept for a rage game, but maybe a little too unforgiving. Spent about five minutes trying to get past the initial four slime patches and didn't manage to, then gave up. I think the sideways controls are what throw me off most. Still, a pretty cool concept, might be worth investigating further, maybe with a slightly more gentle beginning.

Haha, thanks! :) Yeah, the idea for this game was actually born after watching one of those videos and the jam seemed like the perfect time to tackle building it. The zooming thing is definitely not great, yeah. I actually made some improvements to the system earlier today so that the room transitioning is more lenient, so at least post-jam players will hopefully have a better time with it :)

Oooh, that makes sense, my bad! I didn't realize it was the alien that broke the door, but that makes a lot more sense than some timer happening. Good puzzle, thanks for clarifying! Managed to escape now :)

Cool puzzle game! All it needs is a little UX improvements. Being able to choose instead of randomizing it is the obvious thing, but ideally, in the long term, this game would also support some sort of pencil mark system (though I get that's not something you implement during a jam). Other than that, the two puzzles I played were fun to figure out and I could see this turning into a fun puzzle pastime, well done!

A fun little ear training exercise. The fact that the cubes weren't ordered by pitch really threw me off, also the fact that the relative order changed due to octave wrapping, but I'm not sure that can be avoided (unless you're using a shepard scale, but that would probably not exactly improve the overall audatory experience :D). Finding the right key was a nice little challenge I haven't seen in other ear training games. Well done!

Nice little auto-runner. I feel like the boss fights could have been a bit shorter. Music got a little repetitive pretty quickly, could probably use a B section. Visuals are lovely. Framerate was a little low, but that might be due to my low-end GPU. All in all, cute entry, well done!

I'm pretty sure I could handle pointers by now, but I'm not sure I really want to mess with manual memory management yet. But yeah, maybe I'll give it a try :)

Thanks! Yeah, definitely one of our weirder games, and that's not an easy feat :)

Thank you! :)

Fantastic! Loved pretty much everything about this! The only slight issue I had was that the camera was a little hard to control at times, but honestly, even that worked pretty well. Favorite entry of the jam so far, well done!

Oh, I do run the browser on Linux, so maybe that's the problem after all? Thanks for the answer!

This is an interesting concept, but definitely needs some work on the fine-tuning. For the first four rooms, I just placed items out of reach because the numbers were way too small to ever make sense to collect and then I got an item that made me step 10 steps per step with no way to bring the step target to a multiple of 10. I think instead of manipulating the goal state, it might be more interesting to manipulate your current step count, as that might add a nice routing challenge. Overall, I think this has potential, it just needs a little more work.

Now, how could I not play a game with such a concise title? Pretty good snake game, very juicy, maybe a tad too juicy for my taste. Graphics were nice and a little bit unsettling, but it is a post-apocalyptic world after all. Not sure how much the hunger mechanic added, but defending my eggs was definitely a nice touch. With sprinting and shrinking, I wasn't even sure which one was supposed to be the downside. Some extended input buffering might be nice (so that pressing up and left in quick succession actually makes you go up one tile and then to the left), other than that, controls were fine enough. All in all, a fun little entry, well done!