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hoaniware

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A member registered Aug 29, 2024 · View creator page →

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I worked hard on trying to emulate a 3310's details as closely as possible, so thanks for your kind words :D

Totally agree, an endless/arcade mode would be pretty nice

Thanks! Originally it was going to be a flag pole; during the jam I woke up in the middle of the night with the thought "it has to be snake"

Thank you, the snake was one of those silly details that I spent about 6 hours getting right (crazy, I know...) but I think for the Nokia vibe it was worth it

Appreciate that, I spent an entire day doing the menus and I started wondering if it was worth it when there was so little time to get the whole game done, glad it worked out

Thanks, I wrote the physics simulator and collision from scratch - the maths is actually a combination of these three techniques:

Not that I expect you to read them unless you're a big nerd like me, haha

Thanks for the feedback, I also found myself having the same trouble... I would have liked to make that a smoother experience, or at least prevent starting a level if nothing was placed

Thanks! I have to admit, the hardware I ran it on has a much more powerful processor than the original 3310 - nothing I don't believe a little bit of optimization wouldn't fix though, haha

Quite disturbing

Possibly the worst part for me was when I saw that Sergio chose Windows as Dolly's operating system - you did an incredible job writing such a deranged character

I also liked when I played stardew valley's fishing game to open Dolly's chest - fishing will never feel the same again

Also, excellent art

Cool boss fight and nice ending.

Bad luck cat is very cool - we need more rebel protagonists

Not bad little game.

I got tripped up a bit because the "Ok" beep was the same as the short beep, plus there was the cursor pixel which looked similar to the short pulse. So those elements made me miss a reading when I think the game's interface was partially to blame


Cool to see morsecode integrated into a game

Quite fun!

On the grid effect (lines between pixels:

  • This should should also affect the score area since it's an artifact of the LCD's display
  •  on the 3310, the grid is light, not dark, so it technically should be slightly lighter pixels

Other than that I enjoyed playing, in the later levels I started making little cages to trap the enemies in one by one

At first I lost and was told I have skill issues... so I played a lot more intelligently the second time; after which I beat the skeleton king and was told I have skills.

Quite cool - and unforgiving to players who don't save their keys!

A technical masterpiece, I did find myself going around in circles a bit, but I suppose that's part of the experience of trying to escape a labyrinth

The progression is quite good - although I do feel bad that I probably did more killing than necessary

Beautiful art and story writing. I am glad I read the comment on how the story keeps evolving

Excellent use of theme, and well executed 

The snake portrait art and emotion effects are very well done.

Excellent presentation - although I found the music a bit too high pitched and got a bit jarring after a while
 

This demo is very polished, I think it's quite a nice outcome for a jam entry

One of the houses was getting a suspiciously high number of deliveries... luckily for me the house was very close by, so I made a lot of money

The art, presentation and physics in this game is very good

However, the level design is too hard. For example, why does the breezy level have spikes in it? Dealing with the wind element is hard enough let alone randomly dying because you went too far left or right.

I think reducing the spike hit box is a must - yes they are not pixel perfect, but they are still very unforgiving

I got as far at level 11, but by that point my hands started hurting from tensing too much so I had to stop...


Beautiful game, but I think its easy to forget that the people who play it won't have the same familiarity and practice as the developers; it's always a good idea to scale the difficulty back a bit, especially for platformers

Fun game!

I beat the game normally and then thought it would be fun to play backwards. I then wondered if I could win without moving... 

Nice art, it looks great for the overhead perspective

Cool story, fun twist on space invaders

I did end up finding a bug where the menu didn't disappear, it stayed there for the rest of the game (about 4 or 5 levels). 


I ended up saving planet B though, so I'm happy :D

Video games are a great medium to live out our wildest fantasies - in this one, I got rich off a slot machine!

I liked the art and pacing in the game. I understand wanting to reward players for winning with new characters, but I think it would have been fun to be able to choose more than one at the beginning.
I came first but still got game over, so there may be a bug there? It's a shame about the netlify watermark... you should be able to host directly on itch.io - although that may depend on game engine

I've played a ton of metrioidvanias that all do things like "jump dash", "wall climb" etc as power ups - the ones in this game felt very original and well integrated into the game play and boss fights.

The art, combat, level design and gameplay were all top notch.

I thoroughly enjoyed this well done!

I think like most others, I felt that starting from the beginning was too rough - especially because in a number of levels, I was just lucky to choose the right timing to get through them, when I lost on the last level, I didn't want to start again from the beginning since I felt like I would probably get the timing wrong in a previous level - which is not really a fun challenge

The actual puzzle mechanics is a really great fit for this jam, I liked that a lot!

Love the use of the control scheme, having to choose between rows is a great idea

It took me a while to get a hang of dodging and attacking, but once I figured it out, it was a lot of fun

I don't have a numpad, but I found it was playable using both hands on the keyboard's number row

Top score: 592

I mean, they say luck has nothing to do with it, but I got the top right corner spot show up 4 times in hard mode - the 4th one killed me, haha

I really love the concept, and think in many ways this game has the potential to be a top contender

However, it is too punishing. After falling down the same pit 8 times, it's not really fun anymore.

This pits move the game from being challenging to being frustrating - I really liked solving how to defeat the enemies, but if it takes me 5 attempts to reach an enemy that just pushes me off the edge everytime I see it, and then I spend another 5 attempts to reach it again to only have the same outcome, it becomes less fun and more of a game of "guess how to beat this enemy"

I liked the megaman influence and the graphics were well done too - sadly I couldn't make it past one of the crows in level 2

Quite cool seeing a pico-8 3310 game :D

I was quite lost the first time I played, but then I read the instructions and made everyone happy. The sun indicating public opinion was a nice touch.

Well done making a working maze generator; I've always wanted to try this in a jam, but haven't given it a shot yet - the fact that the mazes are always solvable does indeed mean that luck has nothing to do with it!

Nice take on DDR.
To be honest, I almost gave up after losing the first game 3 times in a row, I think it's a bit of a tough game to get started on.

One thing I found a bit jarring was that the arrows come onto the screen quickly and then slow down - but for a rhythm game, that feels weird because you rely on the speed being constant so you can anticipate when you need to press the key, so I'd recommend getting rid of that effect, it looks nice, but is hard to work with.

Eventually, I figured out that playing two-handed with one hand for L/D or U/R made playing a lot easier.

I loved the variety of graphics, the portraits were cool.

Nice job making your own engine for this one; that's awesome!

The graphics were nice, although I got a bit confused about knowing if the guns were going to reload or not

I liked that the title bar said "Spider King (DEBUG)" - I don't know if it was intentional, but I thought debug was a funny pun for the game. It was quite repetitive and once I died to the spider king I didn't really feel like killing all of the spiders a second time.
The graphics were nice

Phew that was hard! I beat the dragon in the end.

Cool boss rush game - I see that you're using gamemaker - if you'd like to do a web export for itch so people can play in browser check out https://www.reddit.com/r/gamemaker/comments/1lilw93/gx_games_export_target_on_it...

Nice job making all of the bosses have a different challenge. At first I thought each one was too powerful, but I eventually figured out ways to beat each of them without losing health 

(1 edit)

I feel like after the 4th platform, theres a short platform above me which I can't reach, but I also can't reach the one across, I always just fall down...

Then I cheated at got to the top, which - perhaps clearing the level in 4s is impressive, I don't feel proud about

Edit - I realize now that bouncing off the walls is a move! I still didn't get very far, fell off a couple of platforms later

My top score was 170! Also at that point I believe the runner was running well beyond the speed limit. Catchy tune!

Finally, a game of black jack I can win!
Very clean presentation, lovely pixel art! I liked the cheating element - fits in nicely with the jam's theme.