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Powerdive Games

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A member registered Aug 30, 2018 · View creator page →

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Thank you so much for playing!

Thanks for picking it up, I hope you're enjoying it!  The artstyle definitely limited what the cards look like, although as the value of the card is the only feature you really need to be able to parse I felt the minimalist look worked best.  I can certainly experiment with some pips on the cards though!  If any of my experiments pan out I'll push an update with them.

Sorry you're having issues with the game!  The card pool is two decks shuffled together, so it should be somewhat unlikely to get 7 of the same card, but randomness is randomness and it's always possible.  Cards are shuffled back into the combined deck immediately after submitting them, so that can definitely lead to a run of the same value.

I can certainly understand the confusion with Jokers.  They can have any card played on them but can't be played on any card (except other jokers).  It does make the game easier if you're good at managing your jokers- they tend to be used mostly as the base of new piles, but they also allow some additional freedom to move stacks around you don't get in normal mode.  I tried the more intuitive version of the joker but that lead to games that were far too easy.

It doesn't exactly fix the issue you have with getting multiples of a certain suite, but if you would prefer an experience with less RNG I would recommend inverse mode.  It's harder than classic in my opinion, but it offers an experience that features a lot more planning ahead.

Gold is just an indication of points

Hope you're enjoying it!  I've officially stopped development of new features on the game after the most recent patch and moved on to other projects, so I don't think a local leaderboard is something I'd likely be able to add.  That being said, if sometime in the future I'm between projects and want to work on something small I may add it, so it's not out of the question!

Thank you!

Thank you!  I'm glad you enjoyed it!

There isn't a way to replay the tutorial at the moment, but I can look into adding an option.  In terms of a lose condition, the game ends after 10 turns (although you can extend this with many cards).  If you're asking whether there's a specific "lose" situation, there isn't particularly- the goal is just to get as high of a score as you can, both to unlock new decks and compete with others, once the full version comes out.

I'm glad to hear it, and I'm excited to compete with you on the leaderboards once the full version releases!

Thank you!  I've been having some difficulties with expanding the dictionary (there's enough going on in the game that the playdate takes quite a while searching through a larger dictionary) but I've been given a few suggestions on how to address this that I'm looking into.  I'm glad you have enjoyed your time with it!

No, it's the normal black and white on-device.

I don't think I want that for brutal mode but I'm not opposed to that idea for normal mode!  Might help people learn the dictionary.  I'll look into it, thanks!

I'm glad you're enjoying it!  I got the dictionary from an external resource and I agree, it's very limited when it comes to more "slang" words.  I've been looking into an alternative but haven't found the right one yet.  Thank you for playing!

Thank you!

I'm glad you're enjoying it!  I know there was some issues with that relic before and I made some changes in the latest version that I believe fixed it.  Are you on the latest version (1.2)?

This is a fun solitaire variant!  It took a bit to figure out the best way to play but once I did I found myself enjoying it a lot.  

My one complaint is a small thing about the rules of this version of solitaire.  Part of what I think makes solitaire so compelling is the feeling of organizing something that was once chaotic, and one of the most satisfying feelings is when you complete a pile.  This version of the rules, however, discourages you from actually finishing a pile until you're nearly done with the game, as once you make a pile you can no longer use it as a place to invert cards.  It could be nice to have an "easy mode" where players can still use these completed piles as spaces to invert.

Otherwise, the game is solid!  I like the retro computing aesthetic and the music is solid.  This version of solitaire takes a decent amount of brain power and planning so it's not always a "chill out" sort of game, but when I'm in the mood for a quick brainteaser it certainly satisfies.

You can intentionally play letters that don't make a word to get cards out of your hand, and that usually helps when you have too many consonants or vowels to make a word.  Also I'm sorry for spreading insect misinfo, but it looked cooler with two sets of antennae (not supposed to be legs)

Thank you for playing, and I'm glad you're enjoying the game!  The run does save to an extent when closing the game, although the exact state of the battle you're in is not saved so it's best to stop playing a run right at the start of a battle.

In terms of the freezing, the list of words is pretty extensive, especially for longer words, and it does take some time to search through them all.  I've done what I can to lower the time this takes but due to the limits of the device the search does still take time.  Luckily it's never more than a few seconds (you should have seen how bad it was when I first started working on the project!) so hopefully it's bearable.

I appreciate your feedback and hope you continue to enjoy your time with Rendsword!

Thank you!  Doodle jump was an obvious inspiration, but I thought the time collecting would put an interesting spin on it.  Glad you thought so too!

Thank you!

Glad you enjoyed your time with it!  I decided to keep it simple, and while I could have certainly added more I didn't want to scope creep myself.

I'm glad you enjoyed it!  I wasn't sure how much time I'd have over the weekend so I picked something relatively simple to execute on, and I ended up having a lot of time for polish which I think worked out well.

Thank you!  I always love big looming timers in the background to make you feel a bit of tension.  Glad you enjoyed your experience with it.

As soon as I thought of the time is "up" I hated myself for the pun but knew what I needed to do.  I'm glad it worked out and you enjoyed yourself!

This was a fun little experience!  It's not very deep but it was still satisfying to play and using the crank is always a good time.  I would have liked the option to use the B button to shoot as well as I find it more comfortable to press while cranking than A.  I'm also not sure how this fits with the jam's theme, I can think of a few possible interpretations but a lot of them feel like a stretch.  Still, good job with this one!

This was a great game!  I could see this being a really fun full release if you ever decide to expand on it.  My only criticism is that it feels like the jam's theme was a bit of an afterthought.  While you do have a timer, it feels superfluous, especially when you can turn into a stone on command with "B".  I realize you added the ability to turn at will because the game would be obnoxious otherwise, having to wait for the timer every time you wanted to place a stone, so here's my suggestion if you decide to expand the concept.  I'd remove the B button as a way to turn into stone and add some way for the player to get time back.  Maybe some kind of pickup would increase time remaining, or the timer could pause while you're in water.  Alternatively, as the post jam version wouldn't be confined by the theme anymore you could consider removing the timer entirely.

Either way, what you have here is a really enjoyable game and I only harped on about the timer so much because I have nothing else to give criticism on.  Great job!

Thanks for playing!  It seems like you enjoyed it and I'm glad about that.  If I ever expand the game I'll certainly consider a highscore list, and a small tutorial also wouldn't go amiss. 

Hi!  I'm glad you enjoyed it!

I noticed the pause menu issue but for some reason it wouldn't let me flip the screen back in the function that runs before the game pauses, so I figured I just had to live with it.  Seems like either a bug in the SDK or it's not supported at all.

I appreciate your feedback, and I'm glad you enjoyed it!

Hey, we both made sideways games!  I enjoyed the controls, they were simple but effective and made for a fun 1-minute experience.  I only have two major criticisms- one, it seems like it's easy enough as is to catch every single bubble because you have so much control with the crank- this might not be ideal for a highscore game. Two, I want to see my highscore after the game is over!  It's hectic enough that I didn't get a chance to look up there during the gameplay.  Still, I played through a couple times and I believe I caught every single bubble on my last attempt.  Very fun and good use of the crank.

This was an interesting entry!  It made an interesting use of the crank in that it's awkward to switch between cranking and button pressing.  I realize it's the point, but this did make the game a bit difficult to play physically and I wasn't sure how to hold the console.  I would have liked to see what wave I got to on the end screen as well, as looking down at the bottom during the game isn't always ideal.

I wanted to let you know that version 1.1 is out and comes with some changes to the handling of the taxi.  The changes aren't massive, but hopefully it makes the game more enjoyable for you!

Good news!  Version 1.1 is out with an option for crank controls, accessible from the playdate menu.  I hope that helps you enjoy Taxi Trouble more!

Thanks, glad you enjoy it!  I'll look into the steering but I am pretty happy with where it is now so expect a small tweak if anything.

I can look into crank controls!  Holding down on the d-pad does currently let you brake/reverse if you need to.

Not yet, but I've submitted.  We'll see!

Hi, thanks for letting me know!  Version 1.4 fixes this issue.

It feels like the roles are less "reversed" than "mislabeled".  I also felt that the super jump was awkward, and seemed to be a bug that got implemented as a "feature" rather than being fixed.  Still, I enjoyed the artstyle of the game and it was the perfect length for a game jam entry- long enough to explore the idea but not overstaying it's welcome.

Thanks!  I made it pretty easy to add cards early on so the only thing stopping me from adding more was thinking of ideas (and trying to keep the game balanced)

Thanks, glad you enjoyed it!

Thank you!