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A member registered Oct 07, 2020 · View creator page →

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Thanks for the really good explanation, I understand the strategy now! I should be able to get past level 1 now :D

I like how polished this, and the screen layout is really nice. However, I’m really terrible at working out where the Volts are! Am I missing something about how to work out where they might be when it says there’s, for example, 2 in a line?

Really enjoying this, you need to time your jumps to make sure you’re on the ground when you press B or nothing happens - i like that! 

One suggestion: I tend to instantly restart when I die due to pressing the B button to jump, could you disable the B button as soon as the player has died so we see the rolling animation, then let us press A to restart? 

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Still playing, haven’t completed the music memorisation round as my tin ear keeps getting the notes wrong :D

I like how some of the achievements make you play counter to standard high score play, I’m working my way through them now too :)

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Hi, just to let you know, you’ve linked to your Snow Itch page from the Playdate Catalog page but it’s restricted…

Enjoying Snow so far, loved the early version and final release looks amazing! The goggles are a great effect :D

The game is on sale just now, it would be helpful if the devs would address this...I've downloaded the demo as I don't think there's a way to give a Playdate a virus or to permanently break it with code! But I guess I'll find out when I try it...

Up to level 12 so far, this is really inventive and I like how new mechanics are introduced every couple of levels. The cutscene art is great, even if taken from your previous project - it works!

I remember playing Bosconian on the Amstrad CPC many years ago, and I'm definitely worse at this :D but going to persevere till I actually take down a space station...

Very cool coding!

This has so much potential, love the demo! Even though I never got that far in it, MOVIE was one game I kept going back to as I just loved the style and presentation, and this captures it but improves on it in so many ways!

In my one playthrough so far, I dropped one of the fuses underneath the fusebox which meant I couldn't pick it back up, but I'll be restarting this demo to try to get further.

p.s. I just saw that you're working on a version of Space Invaders for the Playdate, please release it soon as it looks awesome too :D

Fantastic, thanks for doing all that so quickly!

Oh so the QR code level changes each time! I didn't realise that, I thought it was just a cool gimmick you needed to do once -  I only scanned it the first time! :D Just  tried it again and got different effects listed - that's really clever, love it!

Downloading the updated version now and will start from the beginning again :)

And I know - it's really hard to debug games, I used to work as a games tester and even a team of us would miss stuff! Plus, you've made this whole game yourself, it's really impressively polished (I've made a couple of fairly simple Pulp games and it was hard enough to get all the bugs out of them).

So I just beat the hiscore on Moolina's level and unlocked the robot level - I found that holding the Playdate the normal way and blowing on the mic was most effective :)

On Creamy Circuit (another wee typo there, the level name says "Creamy Circut" (unless that's deliberate)), the effects were fine the first try but on subsequent tries, the Neopolitan didn't give the slow effect and the Choc Chip made me use the mic instead of the crank. I'll try it a few more times tonight to see if it happens again.

Oh, I did get one crash as well. I’d been playing it for a bit, went back to the Settings page and it crashed when I tried to switch the speed setting. 

I really like it, excellent game!

I've unlocked the mermaid level (Mermaloo?) but haven't been anywhere I've been able to make enough noise to try it properly yet :D

The hiding mechanic on the dog level is clever, but I tend to mess up when I try to dock the crank while holding the Playdate so I've found it's easier just to take the 2 misses and hope to clear them with ice cream before he pops back up again. Though I notice there's an achievement for getting 20 without missing or being caught, so I'll need to get better at that!

Talking of achievements, when you unlock an achievement, the banner that scrolls on the screen says "Achivement unlocked", wee typo there ;)

And one bug that I've found: I pressed up from the level select screen and found the screen of locked levels. I tried pressing A and it started the Japanese level with the screens, even though it was meant to be locked. I got a high score and unlocked the Greek level. Is the Japanese level meant to be unlocked once you complete the mermaid level?

Anyway, great game, really nice work, I can see myself playing this for some time, love chasing hi scores :)

This looks so good! Have purchased it and will try it tomorrow. Love the website presentation too, beautifully polished :)

Your zip file has the treasure.pdx folder inside a folder called treasure, which means when you try to sideload it, it says it can't find the pdx file. It works if you move the treasure.pdx folder to the root of the zip.

Loved Aces of the Pacific on PC back in the day! A bomber-based Playdate game built on what you've learned making Atlantic '41 would be awesome.

That might be what the documentation says, but unfortunately your PDX file won't sideload, damos games is right that it needs to be zipped up for it to sideload.

So we can't try this...looks good from the screenshot though!

Another excellent blog, thanks for taking the time to put these together. This is looking more amazing with every update :D


I love the idea of random events which are so rare that they may never pop up or only after playing the game for a very long time!

been meaning to get this and that just reminded me to grab it - thanks!

This looks great! Is there any reason for me to wait for the Catalog release? Like online high scores or anything? Or am I just as well getting it here now?

Thanks very much, I appreciate that! Especially given the cool Playdate games you’ve created ❤️

When I did briefly think about it, I thought it sounded tricky to check every possible path from say, bottom left upwards, then move one along and repeat it - 1)  I had no idea how to code that and 2) I thought it sounded quite intensive for the Playdate, though there's not that many squares so I guess it would be fine. 

Thanks for the link, that's going to be an interesting read.

Thanks vert much for the kind words :D

I’m not sure if Minesweeper was inspired by this but there’s definite similarities  

I’ll be honest, I didn’t/couldn’t work out how to program in a check to make sure that it’s always possible to get through the minefield! But in my playthroughs it’s pretty much always been possible haha

Well, you’ve beat my high score on hard of 629 so well done there!

Yeah, it's a really good podcast, the 3 guys who do it are great presenters and they're really into the Playdate.

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This is really enjoyable, tried the first few puzzles and it works really well!

if you’re wanting to promote it elsewhere, I’d recommend posting about it on the Playdate Reddit sub:

 https://www.reddit.com/r/PlaydateConsole/

The Hello Playdate podcast  also mentioned it as a new indie release in their latest podcast, it’s a great podcast that champions so many Playdate releases :)

No actually your explanation makes sense! I wasn’t even thinking about how the other modes are won after set times, my suggestion makes no sense :D the way you have it is perfect!

Really enjoying this, once I got a handle on it! Took me a few games to realise that I could use the crank to refill my shooting energy :D before that I was like "how I am I supposed to survive more than one level!"

I've noticed the performance degradation by the time I reached a depth of about 5 or 6, will remember to restart to fix that.

One time my ship got a huge laser boost which meant that when I was shooting enemies, they were flickering so much that they were invisible more often than they were visible. This was probably down to having so many lasers and enemies on-screen at one time, and the fact we're playing on a Playdate!

This is a fun game with really nice (horrible) visuals, but could you store the high score for each difficulty? It would give a reason to play each difficulty level :)

Really enjoyed this, brilliantly compact game design :D

This was a really interesting read, and it’s very cool to see Pulp used in a way it’s not strictly designed for!


Can’t wait to play it :D

Really interesting devlog and a great addictive game!

this is great for a few minutes of short games, aiming for a new hiscore. 23 is my best so far. Like how the screen is used in portrait mode!

Improved to 10 orbits now…


once you adjust for it’s not much of an issue but thanks for looking into it :) great game, I like how you can select from multiple levels so even if you’re stuck on one, there’s usually others you can do to earn stars to unlock more. 

Enjoying this a lot, was a big fan of Boulderdash back in the day and hadn’t heard of Supaplex but liked the look of it. 

Only thing I would ask is that you do refine the controls so that there’s no delay when pressing a direction sometimes :)

This is very cool! You really need to use the jet pack carefully. My best so far is 7 orbits with a score of 31992 :)

The description is completely disingenuous, this is absolutely a self harm sim and should not be on here. Weird and quite horrible. 

So I’ve played this again tonight and this time my lighting was better…when I played it first, the light was ok but not ideal and I think that’s what caused my problems. 

Playing it under brighter light today I could see my player just fine :) I really like how careful you have to be with the controls, or else you go bouncing round the screen madly!

I really like this! It’s hard (which is good) and I’ve not finished it yet, but I get strong Dropzone vibes off it. One thing I’d like would be a more visible player character, it can be a bit hard to see.