Team Siaburabuj
Mikulus
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Try applying some easily googleable solutions. If it won't work I am sorry but I cannot provide any further solutions or versions of my games. As long as I am using Python to create video games, I am not willing to use outdated versions just for backward compatibility further than Windows 10 (Maybe one day for commercial non-game-jam project I'll decide for that? I don't know). Personally I'd recommend you to set up virtual machine with Windows 10 or Windows 11, as far as I am concerned this should resolve the problem. Once again, I am sorry for all technical issues.
Here it is: https://mikulus.itch.io/the-tale-of-village.
It is labeled as "The_Tale_of_Village_32bit_version.zip"
I uploaded 32bit version of The Tale of Village, I'd pretty much appreciate feedback does it work for you now, so I'd know that I'm not wasting time for recompilation of any other old project (It's one of the best games I've ever made anyway) . In Trimundum and Neural Spider I used Pillow package to handle some of assets, and I get error when I'm trying to install this package on 32-bit version of Python, so currently I am incapable of compiling those games via pyinstaller for 32bit OS'es, but I'll try my best if you're gonna confirm that The Tale of Village works fine.
It's not like I have any checkbox-like choice for backforward compatibility during the compilation process. Python since version 3.10 does not work on Windows 7 and on any older Windows OS. There's nothing I can do about that except using outdated python version combined with virtual machine containing older Windows version which by now I'm not convinced to do so - that's a lot of additional technological work for relatively small group of people, especially on short and small game jams where everyone has at least Windows 10.
Great idea for a game! In some levels finding a one of multiple solutions feels like bypassing level design even if all of that was probably purely intentional. It would be nice to see how many bananas are left on the level rather than how many are collected, but that's not a big deal. Also it would be a cool addition if acceleration of an object would be inversely proportional to it's mass, kinda like in real physics when you're given a constant force 😄. Overall it's a very enjoyable game!
Simple and satisfying idea! It feels a bit rng-dependent because usually the only way to catch a human is to wait until one of them will hit an obstacle, but that's often not a big problem because there're plenty of them. By the way, I feel like I saw that monster somewhere before on the internet. Overall a pretty good game!
That was the initial idea! Our team thought about 4-directional gravity and even about smoothly rotating gravity vector, but when I actually programmed 4-directional gravity it gave player too much control to properly fit into game jam's theme, so we decided to reduce control only to upward/downward gravity.
Thanks for feedback!
While designing levels I firstly drew the ideas on paper and then by assigning each tile a certain numeric value in game's code I manually wrote levels as json matrices. You can open folder "levels" in game files and see yourself how they are constructed ;) . It certainly is not a good idea for longer games where programming actual level editor makes everything a lot faster, but for short game jam I guess it was fine.
This game is really enjoyable despite its simplicity. I never imagined that nordic mythology can be so easily implemented into snake. Also huge props for making it endless (I guess, maybe I didn't reach the end?), so gameplay difficulty will always reach at some point balance for wide range of players. Very creative game!😊 (I reached level 14)
The game can beat itself with user being afk for the whole gameplay time which I guess... shouldn't be possible? Don't get me wrong, the concept of reversed golf game is quite fun, but this game seems to be more like just a golf-ball phisics engine with wsad movement rather than actuall video game. Also the highscore is very rng-dependent.
Tha game has really strong old-flash-games vibes, which is very cool. The concept of player being able to move only in a static "fluid" seems to be quite intetersing, however the gameplay mechanics like enemies, level design etc. aren't that much original. Most of levels are quite easy and repetitive, I would expect something more difficult for some of last levels. Anyway, the game is pretty good!
Thank you for the comment!
Actually that kind of "transparency" is allowed. On old displays pixels usually didn't turn off immediately. They had some kind of "ghosting" (like old lightbulbs) including Nokia 3310. The transparency which I added is therefore allowed. It was even mentioned in the following FAQ post: https://itch.io/jam/nokiajam5/topic/2574730/faq