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PlayerTheMaker

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A member registered Oct 17, 2020 · View creator page →

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Inspired by Dicey Dungeons and Deltarune, Chance Heroes is a rouge-like in which you must utilize randomly rolled dice to perform the moves of your three heroes. Advance through the castle to reclaim the throne from the God of Chance, gaining upgrades (and bits of silly lore) along the way.

https://void-gamesplay.itch.io/chance-heroes



Thank you for playing! It's cool to see a video of someone playing.

Yeah it takes time and practice to get the most out of energy, I guess a it's a high skill ceiling (or just a hard game lol).

Good luck for if you decide to fight stylishly with your special moves!

Nice that's really good! You're almost there :)

Inspired by the combat of hollow knight, venture down each layer and fight off waves of enemies, and obtain upgrades and powers each new depth you conquer.

https://void-gamesplay.itch.io/cave-of-the-crown



Charming, novel, and fun in a short little package. And a really interesting combination of genres!

Its like a metroidvainia with its different abilities and getting to use more at a time once you get more gems, but also more open world because you can choose any combination of items, way more directions to go in and ways to do things. Its mostly a puzzle game but for some challenges/encounters (like boss fights) its more real time.

I love the combinations and how it was all tied together. The map and layout of things is also very comprehensible, it was rare that I completely forgot where something was or how to get somewhere.

I found this in an old bundle I had gotten ages ago, I probably wouldn't have bought it if I found it otherwise but I'm glad I ended up playing it by finding it some years later! And now I'm super excited to play Elephantasy Flipside, which looks like the same sorta formula/idea expanded a ton into an isometric 3D game with more platforming!

Woah nice! Glad you liked it enough to make a speedrun page! I might try getting an entry in if I have time soon. (and update the itch version to get the timer working too)

Thanks! 

There are quite a few mods on lexaloffle (the main sorta website for pico8) https://www.lexaloffle.com/bbs/?cat=7&carts_tab=1&#sub=2&mode=carts&search=Celeste, and there are whole collections and jams of mods like https://evergreengames.github.io/cchristmas/ and https://itch.io/jam/ccmamj. many of these have ridiculously high polish and quality.

Took be a little to get the hang of it but I absolutely loved it once I did (also it turned out 0ms delay is best for me in firefox on windows).

The fruit to show what sort of timings to do is a great idea that makes it easy to remember what slashes to perform and is silly fun.

So far my best is 14, I got stumped with how to do pineapple but I'll figure it out soon enough.

Thanks!

You were making the dialogue choices for the demon, they’re the only character you control, you control the human indirectly through the demon :)

Seems like itch.io dowloads fail sometimes for many (including me one some projects) and I didn't upload the source code on github previously.

It seems like it would be against the rules to upload it there now and link it but if I can that would be great.

Oh no, sorry I should have thought of that.

I'm not sure I'm allowed to upload anything now because its after the deadline, but I'll check in the community hub on the jam page.

This is really cool!

There is a lot of potential for expansion I think, or just more stuff with functions and connecting them through nodes to create new graphs.

I just wanted to say this game was really fun even in this early stage of development! I hope you finish this game, I'm exited to see where it goes next.

I might as well give some feedback now that I've made a topic (a bit off topic [is this a joke? maybe], but I think that making this a comment section would increase the amount of people who will say something. Its a bit more intimidating to start a topic and makes those who feel they don't have enough to share not say what they might have otherwise commented about. Just my opinion though, you probably have some practical reasons for using the format and I might be totally wrong.).

I actually enjoyed the platforming a lot here, and I guess that whats the game really is about if you think about it. Its about positioning and pressing the fire button when in the best spots.

If you want to lean into that aspect a bit more you could make some more combat related to movement, like a modifier that makes your dash to damage or makes you bounce off enemies you dash into. Maybe a melee attack could also be cool, but that might be too much.

Speaking of the dash, it has a lot of potential to bring the best out of the movement system. Like jumping during it when on the ground to keep the horizontal movement but also get a boost up. Perhaps dashing into a wall could allow a wall run or some other cool moves in the future too.

Anyway, best of luck with this project!

That’s also how this game is programmed too :)

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Unique concept and great puzzles! Lots of potential for more. Kinda similar to GMTK's wip game.

I think the controls are a bit hard to use making some puzzles really hard. The rotation could maybe be with arrow keys and w for jump, and the physics could be a bit less floaty to make precise magnet actions easier to pull off.

(also the game crashed when loading the second level after I completed the second, I just rebooted the game and played the second from the level select)

Cool twist on the old formula, really fun!

Very fun, though maybe there could have been a bit more interconnections between buildings and types, like something that receives ammo and outputs twice as much, but it does need to be built, to add more strategy.

Anyway, fits the theme nicely while also being executed quite well, good job!

This is a really polished fun little package!

It could be pretty hard at times, and I don't think I'm good enough to speedrun any levels, but I see the possibility too.

The moveset did a pretty good job squeezing as much as i could out of the button that wasn't jump, and worked well with the mechanics. The graphics are great, the utilization of the secret pallet for 32 colors helped a lot. There was one level towards the end where I felt the mechanic was pretty unclear and tedious, and the music could have maybe been a bit more lively in some parts, but otherwise a really great experience.

Overall had a lot of fun and see more potential in pico8 (and therefore the limitless potential of the upcoming picotron) to make full games now.

Woah nice! That isn’t necessarily the most profitable factory I’ve seen (a friend got 500 somehow and I was considering raising the highest rank from 200 to 300), but it certainly looks the coolest. It also matters how early you get some money coming in so you have many cycles to add to your money pile. Glad you enjoyed it :)

Unique concept and something I found fun! I suppose it depends on how much people like watching the simulation, but I liked it a lot! It took me a while to figure out the switch in goal on the last level, but that was a fun twist. I think it had a lot more potential, most of these felt like a tutorial before an actual full game.

Good start! Felt there could have been a bit more to it, like more enemies and upgrades (maybe there were and I didn't get to them?) Also was a bit confused on reloading but got the hang of it (mostly me not realizing it was the r key)

Very fun and unique interpretation of the theme and executed amazingly! The aesthetic is great too and matches it perfectly, I have a hard time imagining something that would suit it better.

 Thanks! Just realized the next day that I made some major typos and didn't notice... Hopefully that wasn't an issue for you

Probably uncommon answer, lua, specifically modified lua that allows for the += -= *= /= symbols, otherwise its kinda annoying. I've used a wide variety of languages but never got very proficient at object oriented programming languages, and I ended up really liking how lua's table system was really easy and convenient to use to the point where it was simple to make my own object systems for it. I've mostly used it with pico8, which means I've used it a lot, but also a little bit in frameworks like love2d.

Though if I had to pick another one, it would be gd script, the godot game engine is great and gdscript is robust a quite a bit like python. It doesn't really have much purpose outside of the godot game engine though.

https://void-gamesplay.itch.io/factory-bounce

A challenging speedrunning game where you click and drag to fling yourself careening off walls and through spikes.

Features save data and is playable in browser.



Very fun and surprisingly tense for a delivery game! The dimension shifting to get to new areas like is done in the game can be boring and unoriginal in a normal platformer, but here sprinting to a street and desperately switching dimensions to get there before the timer runs out is great!

I see you've used that platformer kit (I'm not sure what its called, but I remember seeing it)! It feels very good here, though the collisions are a bit wonky. The game is quite hard, partially because of those weird collisions. Also not sure how the 3D space thing actually affects gameplay, though I didn't get that far due to its difficulty.

Pretty fun little adventure! Impressive that you made it without a game engine using your own libraries! Perhaps there could have been more development on mechanics or sound, but that may have been hard to do.

Ah, another pico8 game! I loved at the end how I was racing away from the enemies shooting at me dodging with slight taps of the arrow keys that got me out of the way without slowing my warp escape. It didn't really fit the theme outside of the story though. If you developed the starship fighting mechanics more this could be a really fun shooter with multiple engaging levels.

Nice take on the theme with a lot of potential! If you get more levels and mechanics done in future it could be an amazing puzzle game!

The beginning reminded me of Zelda Breath of the Wild's guardian music with those instruments in irregular timings! Very unique and interesting to listen to!

I think I put most of the time I spent on these tracks (which actually wasn't very long, me being pretty busy, so a total of 3-4ish hours?) into Drifting With The Stars. The (well, one of the) melody(s) I used in it was from a placeholder song I called "Drifting Alone," but that felt to dark for the song so that got changed. Thank you!

I'm glad you can imagine that! I remember playing some of Super Metroid and I want that kinda frantic feeling of jumping around and not quite being able to do things perfectly, but with puzzles that are easy enough to be doable in a minute but tricky enough to be frustrating in a timed situation. Kind of a similar vibe to when the suns going to explode soon in Outer Wilds.

I think LMMS has a lot of synths and sounds that are very spacey. The user interface is also spacey and futuristic, perfect for making music for this jam! Thanks!

Really cool puzzle platformer. I think its in a strange area of needing both precise input and smart thinking. Most platformers lean one way or the other (some examples: portal - mostly puzzle with some reflexes required; celeste - skill and figuring out how to implement mechanics woven throughout) Making this a full game would be interesting, though it would probably need to pick one to make it more cohesive. Or go with both and see how it turns out! That is, if you are planing to make this a full thing, but it certaintly has potential!

Really creative and fun to listen to! It's also impressive that you did this in one and a half days.


A little holiday puzzle game!

You throw the very snow you are made of to activate buttons and make platforms.

https://void-gamesplay.itch.io/snowy-solver


Is it a bug that you don't get the midair jump if you don't jump off the ground first? Feels a bit unnatural and caused me to die quite a few times. It would also be nice if you got it back after bouncing off the bouncy platforms.

I also think the game could have used it mechanics more and in combination to make some really cool levels, but I understand that level design is hard enough without a time limit.

Anyway, fun game!

Very fun, I liked this a lot! Reminded me of minit a little bit due to the art style and time mechanics.

I found this from you pico8 page, why don't you have this posted there? Just posting it later? A lot more people could enjoy it that way :)

A desktop simulator/toy/kinda-game made in pico8!

I guess the goal is to get a blue screen of death.

https://void-gamesplay.itch.io/picos-20