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A member registered Jul 12, 2022 · View creator page →

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the fun thing about the level is that people who are not experienced in sokoban will get a faster and less cumbersome solution, and people who are will get the more cumbersome solution, the opposite of normal levels

wnnralcome buck

it's not clear who won though. my picture makes it clear

Image

a... mi pakala. mi pali ala tawa musi ni lon tenpo poka pini. ken la mi ken pali tawa musi ni lon tenpo kama, taso mi o pali tawa ijo MUTE (musi Lingo, musi Baba Is You, musi that's how i roll, musi that's now my role, musi TURQUOISE, ijo ante): nanpa tenpo la nanpa ni li suli SULI a

copy but adjacent

yep! going to work on both of my games after this

ah, sorry. i'll make that clearer after the jam ends. but thanks for playing it anyway!

btw i have another game i made for this year's game jam, check it out

haha lol, yeah i wanted to separate the players into "people who are skilled in sokoban" and "people who are new to the game", but privileging the SECOND group

pona a! lon tenpo kama la mi pana e toki pona pi musi ni

how did you solve it?

(1 edit)

really nice puzzles and idea! only problem is you can't see which direction jiji will fire.

oh also, i can stack the left-turn things on top of each other, which is how i cheesed the bonus level


as someone who makes baba is you custom levels, when seeing the title i immediately thought "jiji is defeat"

well this was made in 36 hours ok

oh that's what it is? i always thought it was just a circle that just animates circling around the bird

to be fair, i put on the title screen and in the description to use the number keys

oh oops, fixed

... which you can do. turn one of the blocks into a target, the other into a pushable block, then turn the target into a pushable block again.

voila! two pushable blocks stacked on each other

(the [2] is stacked on the [1])

oh you should use the top row of numbers, not the numpad.

if that's not the problem, i have no idea what's happening

obviously not good with creativity (a lot of a stretch with the theme) but good difficulty and puzzles

of course, this is scratch

good graphics, but it's hard to know where you are if you can't see yourself. maybe if it was tile-based then it could be better. also it's unclear how long you can move after being spotted, a countdown would have helped

very glitchy, but nice idea. wish the puzzles were different instead of just doing everything backwards.

my level 2 was also bugged and couldn't place anything, and it seems like the guards... shoot the thieves from a far distance? they also seem to like to get closer to walls for some reason. also, this seems to be like a tower defense game but the towers can move, not too original

very simple but yet still puzzling with a wordless tutorial. i think it would have helped to explain that the maze will move as far as possible in the direction you move it in. but excellent game

i had a lot of fun playing this! it's very interesting that with almost all of my strategies, they were either

1. enough to beat the warrior
2. just one under

it's interesting seeing how they all interact with each other. i found that zombie + slime + slime + slime actually works very well, and i progressed very far with that. although, it would help to have examples for or more clear descriptions of the "enemy" types. but this was very nice!

thanks! i'll keep that in mind

very nice idea and implementation! the dialogue is fine with me, but i wish you could still place blocks during dialogue, and that when you restart the first level it doesn't repeat the dialogue all over again. also i think the arrow mechanic should be introduced more gradually. it's not that it's hard to comprehend, but it's just that it's overwhelming to be bombarded with arrows.

one important thing: i only realized later that those plus signs at the bottom indicated how the character moved. i think they should be a different kind of arrow, like > < ^ v or something.

also, the konami code introducing the level is interesting, but it has no effect on the actual puzzle, so it seems redundant.

overall, good and fun game! more levels would be good

i'm only playing the play in browser submissions, but i love how you exploited the fact that "roll of the dice" and "roles reversed" both have the /rəwl/ sound in them. (this is just commenting on the title and idea, not actual gameplay)

unfortunately i'm not much of a platformer person, so i can't give any rating on the levels. and also, it wasn't too immediately clear to me i had to DOUBLE PRESS the up button to fly. i think the name should have been "when pigs fly", because at first i didn't see what was role-reversing about this beside the pig getting the butcher, until i saw your reasoning on this page.

it was very polished though, and i think if i were into platformers more i would have enjoyed this.

unfortunately i'm not much of a platformer person, so i can't give any rating on the levels. and also, it wasn't too immediately clear to me i had to DOUBLE PRESS the up button to fly. i think the name should have been "when pigs fly", because at first i didn't see what was role-reversing about this beside the pig getting the butcher, until i saw your reasoning on this page.

it was very polished though, and i think if i were into platformers more i would have enjoyed this.

yeah i think i'll do something like my first game, that's how i roll, where the level select is a level and the numbers indicate levels or something. probably not exactly like that though

yeah, i wanted to cause little confusion, but maybe i should have left that out. i will add more puzzles to it after the jam is over!

yeah, i didn't have time to work on it today (sunday) so i could only fit 9 levels. but i'll work on more later!

seven? aren't there nine?

anyway i think the last level counts as a block stacking level

yeah it's a similar "the game does not want you to do certain things" stuff

oh wow, this was so meta! not sure if i'm using that word right, but this seemingly simple game has many challenging puzzles, using an inconspicuous "phase through" tool that unexpectedly becomes a mechanic. as such, it's well weird that i had an "aha!" moment when i realized i could tb bire gur yvarf (rot13 to decode, for spoilers) in the last level. this is amazing for being created in 48 hours, and although the graphics are not that crisp and the ui could get improvement, this is very well made. 

nice take on the theme, but do any of the files do what the player wants the program to do? regardless, fun game

very polished game with an interesting take on the theme

i don't get how this is a game, since you can't play the games in it