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Mouflon Cloud

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A member registered Dec 02, 2018 · View creator page →

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Thanks for playing! You were pretty close to discovering the secret controls in those levels :)

Thanks for such a quick reply and fix!

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Hi, that’s a good looking game! I added a sideload and can’t wait to try it out! Congrats on the release!

I’m writing right now because a few friends had a problem with installing the game via the sideload page on Playdate website (we discussed it in the Playdate Squad discord server). It’s especially hard for people who upload the zipped file from mobile devices where archive/unarchive functionality is hard to find or even inaccessible.

To make it easier, you can zip just the FireTeam.pdx folder and post it standalone. I checked that your metadata in pdxinfo is correct and the game it uploads nicely. (You can include the readme inside the pdx, if you want to.)

Also, the USB method of sideloading is mostly intended for developers (most players don’t have SDK installed), so I’d recommend to post a how to about web sideloading.

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The faithful port of a 1992 Windows 3 classic is now available!

Kye is a small smiley-face and its goal is to collect all diamonds in every level without getting stuck or eaten by monsters. Kye can push some objects and, under certain circumstances, pull them. Players must experiment to find the properties of the various objects.

Kye is charityware. To unlock all levels, donate to a children’s charity of your choice. If you want, you can use a fundraiser page we set up (the money goes straight to Save the Children without our involvement).

A few more things about the game:

  • If you complete 92% of all levels in the game, you get a cake! The game tracks player progress at the main menu screen.
  • Where’s the devlog?! There it is!
  • If you finish a levelset that is untested, tell us about it on forums! You will get into the credits! <3
  • You can watch our announcement trailer

I just send a few coins to our Save the Children fundraiser.

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There’s more than 1000 levels in many levelsets in the game. So far, we tested only about 20% of them (I think I may be the most active Kye player of 2023 :)).

The problem is that some of the untested levels may rely on bugs in the original game that we did not reproduce and put into our port of the game. Even though we think we caught most of these by now, there may be some sneaky little ones we missed.

So, if you complete an untested level set, let us know! We’ll mark the level as tested in the next update and add you to the credits!

You can track our current progress in a spreadsheet!

(When you complete an untested set, the game shows a reminder to post about it. So you don’t need to think about it at all times :))

😅 thanks for the vid!

My intense puzzle arcade game just got released on itch.io! It’s a falling block puzzle in a shoot-em-up’s clothes. (Only the Playdate Catalog version has online scoreboards.)

https://mouflon-cloud.itch.io/be-kind-to-yourself

Check the trailer with nice things people said about the game:

Wishing you a recovery as quick as possible! I’m always so happy to see a new A41 devlog.

aww! <3 btw I just left my playdate play the gameplay the music while I’m working. The gameplay theme is amazing.

You’re welcome! Happy to help!

I saw the download refresh and was happy to see it work without an issue on device :)

Well, third time the charm — checked the game on device and it crashes with e0 error, so it probably is the issue with LDtk working for too long on startup. The last message that I see in the log over serial is “LDtk Importer will use lua precomputed levels.”

You may prevent the issue by delaying the load, but it should be avoidable by loading specific levels after the game launches to one of the splash screens.

I looked inside and I see there are LDtk levels inside — I’ll check on device, but it might be an issue with the initial load taking 10+ seconds, after which OS kills the app if it is not responsive.

I don‘t know if that’s the case, but the solution is to load specific levels instead of one general LDtk.load(). (I recently saw the issue discussed elsewhere.)

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errorlog.txt should be at the root of what’s visible when Playdate is connected via USB. I’ll have a look — I checked the game only on sim. (If the game crashes with e0 error, that’s a OS level crash and that probably won’t produce a log. But all e1 errors should be logged there.)

(Btw solid art and what a nice game! Can’t believe it’s your first experience as a team. Great work!)

Yeah, it needs the pdx extension as the last part of the name. The zip is unzipped once it is uploaded to the sideloading service and the server app looks for a pdx folder in it.

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A workaround before the dev has a chance to fix the download:

If you unzip the archive and change the name of the folder inside from “LakeHero.pdx-0.1.0” to “LakeHero.pdx” and compress it again, it should work.

Another wonderful day!

Thanks for making this <3

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I liked the part when you peeked out and then closed the door again!

Thanks for playing! <3

I’m so happy to hear that! Thanks for playing! (And thanks for posting here, too! 💛)

Yes! There are hints in the Playdate menu and if you get stuck, you can find walkthrough here in devlogs. Fingers crossed! :)

Grazie per aver giocato! Hai sbloccato i livelli segreti? :)

(Scusate il mio italiano forse pessimo, sto usando la traduzione automatica.)

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First post-launch mini update: Fixed a bug that did not allow Marbles/Rockies to get turned by Turning Blocks (see the terminology)

We’ll be posting some minor updates and I feel that devlogs should be reserved for bigger milestones, so here’s a thread for quick changelogs :)

Inspire others and share which charities you like and support.

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Ask about anything related to the game here. If you encounter a bug, let us know — I’ll try to fix it asap.

Let us know when you find a level that doesn’t work in this version Kye.

Thanks for trying these out! It’s still weird but I’m happy that it might have been just a coincidence (perhaps some problem with a case-(in)sensitive partition or just a borked copy). I hope that you’ll enjoy the game :)

To the potential future fellows who discover this thread while googling the same problem: let me know about it, please! :) If it happens more frequently, I’d like to know about it and fix it.

So far I’ve been unsuccessful at reproducing the problem, so if you have a moment, please let me know about the following two things:

  • Do you have a fresh Playdate (about 3 months-old or newer)? There might be some problem with the newer units I’m not aware of, so I’d ask someone with another new unit if they see the problem, too.

  • Do you sideload the game unzipped? (Some browsers unzip the download by default.) If so, please try uploading it in a zip and let me know if it helped. (I’m quite reaching with this one, but perhaps… I never know ;-))

There might be something else I’ll realize only later, so I may get back to you soon. Fingers crossed (for both of us :)), I hope you’ll be able to enjoy the game soon.

Thanks for the info! It’s definitely weird, as the font comes with the app — but it’s definitely a problem with the font not being loaded for some reason. I’ll look into it!

The image upload problem should be okay now (leafo replied in another thread). Some of the images were uploaded but could not be accessed.

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Same thing here. No images get saved on the server. (The server returns a 504 error after a while.)

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I love this game! Happy times

Otherwise you have all the scores on the score board (except “give up” where giving up is enough)? If so, not losing the tictactoes should be enough to unlock all secrets. 

Thanks for playing! And yeah, right now it goes too easy and then much later it suddenly kills you. I started untangling the code from the jam  (now more than before I get why it’s called a game jam!) and I’ll try to get a more balanced and engaging beta out soon :)

Ha, that’s cool :) I focused on the arrows too much to notice what’s happening ;-)

What I meant is that it would be nice to get the “turn signal” from the environment (for example from observing the bubbles) instead of an explicit arrow. But it works as it is :)

Oh, thanks for such detailed reply! 

I totally get that about the introductions — I was really happy that I could squeeze an animation into my game, but even that was a lot of work and I have just one mechanic in the whole game.

It was exactly the shotput that tripped me. Anyway, these compromises are totally to be expected when trying to do anything in <48 hours. I had reserved just 6–8 hours for the jam and in the end I spent 12 hours working on it late into the night.

And one more thing — I already spent more than those original 12 hours post-jam just trying to reorganize my code to squash some weird bugs in the game. So good luck with the rewrite! I can wholeheartedly recommend starting with clean slate and well designed outline and only then cherrypicking from the code from the jam :D

I was perplexed at first but then I read the description :)

For some reason the movement pattern and the sounds are really making it somehow funny.