Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

OkamiTakahashi

19
Posts
1
Followers
23
Following
A member registered Jul 21, 2023 · View creator page →

Recent community posts

Hey, thanks for coming back to address the bugs! Much appreciated.

Happy Capy!

I've never played any of the Shadowgate games before; heck I don't even think I'd ever heard of it before recently. The fact that 1. This is an official Playdate version of the game that you got the contract for and 2, that this is all made in Pulp rather than the Playdate SDK or whatever else is available for making PD games for...it's just astounding. I'll be keeping my eye out on this one.

The zip isn't formatted correctly to sideload. It needs a "top level .pdx file" to do that.

It's quite good! I couldn't get it in the hole tho haha. I also noticed that when the final bit of text is stuck on screen you can still throw the beanbags but you can't see what you're doing. Either way, very good for a game jam!

I remember when I first heard the name Cornhole. I was like "That sounds so gross." but then learned it was just another name for tossing a beanbag in a hole, which I have done and enjoyed. Can't wait to try this out!

Please remove the Playdate tag from your uploads as the tag is, once again, strictly reserved for games for the Panic Playdate. If you don't, I'm afraid I'll have to keep reporting your uploads for miscategorizing and have itch.io staff do the job for you

You really need to get with the program and read the room, dude. The Playdate tag is NOT for whatever, it's for the Panic Playdate.

Please stop tagging your uploads with the Playdate tag! This tag is STRICTLY RESERVED for games made for the Panic Playdate.

A good concept for a Sonic fangame. Just it's a bit...loud for my taste. If it weren't so grating on the ears and memey I'd like it a little more.

A wonderful concept harkening back to The Legend of Zelda Wind Waker. Technologically impressive though could have been a little more immersive and intuitive in regards to using the crank and hauling up treasure. Other than that, this is absolutely incredible.

This is an absolutely fantastic concept. It brings back good memories of sailing the Great Sea in The Legend of Zelda: The Wind Waker and hauling up treasure using the grappling hook. I yearn for another high-seas treasure-hunting Zelda or Zelda-like.

I will say though, that I think undocking the crank and using it to raise and lower the grappling hook might have been a more fun and interactive way to find the treasure tbh. Controlling the boat with the crank felt a little off to me personally. But otherwise, fantastic job, lovely stuff.

Yeah it feels like it's a bit buggy. It wouldn't even let me Get Ye Flask! But a couple issues aside I think these are solid ports. Any chance for Thy Dungeoman III?

This almost looks like a little de-make or tribute to the classic arcade game Tower of Druaga! I know it's only 3 levels but it looks like fun. Would you ever consider making more or updating this?

You can play these on the official simulator too; afaik you don't actually need a Playdate for that

Brother may I have some loops

Initially sideloaded an older build when I got my first Playdate in the summer, bought it on Catalog once I got a refurbished one for Christmas.

Best pick-up-and-play title on the system imo and a great way to demonstrate the system to friends and family; they all thought it was fun! It's just perfect. Love the stock sfx screams (though I do kinda miss the Heavy Weapons Guy crying, but given the games now on Catalog, I get that wouldn't exactly fly haha.

I too would appreciate some actual screenshots and/or gameplay, because otherwise how are your potential players gonna know what to expect? We don't even know what Super Crate Box IS!

First comment on this site. Very good! Albeit a bit frustrating! I often find myself running out of AP, but I'm used to Zelda-likes rather than Souls-likes. HOWEVER, despite my, ahem, dislike of Souls-likes and general apprehension towards Souls-like mechanics, this feels like a mostly happy marriage of the two concepts so far. Given the lack of a start and/or a select button, I find that your use of docking the crank to open a menu is an absolutely genius move! I've seen some games on here make use of an option in the little circle button menu as a means of accessing in-game menus before, but this is much more clever and intuitive- great usage of the crank all around!