Playing on mobile for awhile (Pixel 7, Firefox) and I successfully backgrounded it and came back a few times (phone back button and Restore Game in itch). Then I left it backgrounded at the stats page for longer and when I came back the hand was gone and wouldn’t come back. Did I run out of time? Billboards are still cycling so it’s not totally hung.

idbrii
Creator of
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There used to be a playable prototype on this itch page, but it seems like it’s no longer available. It was always only a prototype and never access for the full game. Possibly they hoped to avoid confusion between getting the game here and on Steam so they removed the build.
Find it here on Steam. I had great fun with my kids playing the prototype. I bought the Steam version, but haven’t played it yet (backlog!).
These are pretty nice sounds! I wanted the categories (Modern, African, …) to be finer grained so you could randomly play one from a set to avoid repetition. Some of the sounds in the same category are too different. Here’s how I renamed them (and I removed the rest because they didn’t fit for my game):
mv Modern2.ogg boop-modern2.ogg
mv Modern3.ogg boop-modern3.ogg
mv Modern4.ogg boop-modern4.ogg
mv Modern5.ogg boop-modern5.ogg
mv Modern6.ogg boop-modern6.ogg
mv Modern7.ogg boop-modern7.ogg
mv Abstract2.ogg click-abstract2.ogg
mv Minimalist1.ogg click-minimalist1.ogg
mv Minimalist2.ogg click-minimalist2.ogg
mv Minimalist3.ogg click-minimalist3.ogg
mv Minimalist4.ogg click-minimalist4.ogg
mv Minimalist5.ogg click-minimalist5.ogg
mv Minimalist6.ogg click-minimalist6.ogg
mv Minimalist7.ogg click-minimalist7.ogg
mv Minimalist8.ogg click-minimalist8.ogg
mv Minimalist9.ogg click-minimalist9.ogg
mv Minimalist10.ogg clickrelease-minimalist10.ogg
mv Minimalist11.ogg clickrelease-minimalist11.ogg
mv Minimalist12.ogg clickrelease-minimalist12.ogg
mv Minimalist13.ogg clickrelease-minimalist13.ogg
mv Modern14.ogg piano-modern14.ogg
mv Modern15.ogg piano-modern15.ogg
mv Modern16.ogg piano-modern16.ogg
mv Modern8.ogg piano-modern8.ogg
mv Modern9.ogg piano-modern9.ogg
mv African2.ogg ping-african2.ogg
mv African3.ogg ping-african3.ogg
mv African4.ogg pingdouble-african4.ogg
mv Modern1.ogg tap-modern1.ogg
mv African1.ogg tock-african1.ogg
mv Coffee1.ogg tock-coffee1.ogg
mv Coffee2.ogg tock-coffee2.ogg
mv Woodblock1.ogg tock-woodblock1.ogg
mv Woodblock2.ogg tock-woodblock2.ogg
mv Woodblock3.ogg tock-woodblock3.ogg
mv Modern10.ogg xylo-modern10.ogg
mv Modern11.ogg xylo-modern11.ogg
mv Modern12.ogg xylo-modern12.ogg
mv Modern13.ogg xylo-modern13.ogg
The icons in Sci Fi Game UI FREE.zip aren’t easy to use:
Untitled-3-01.jpgis low res and a lossy jpegicons collection .svghas extra padding which makes it hard to slice.icons collection .pngare black, which is hard to tint in game engines. Also has extra padding like the svg.- I don’t have programs to open .ai or .eps
This asset (or your future assets) would be much easier to use if:
- Icons are white on transparent bg in .png and .svg
- Layout in a regular grid. Build the icons to each fit in a square (like 200x200 px) and lay them out so those squares are touching or have fixed padding. Layout with first icon’s centre 100 px from top/left edges to its centre. 100 px between centres of icons to the next one.
Not sure if this changed since you asked, but the docs currently say they apply gzip compression to wasm and pck:
In order to reduce bandwidth and decrease loading times, itch.io’s CDN will automatically apply GZIP compression to the following file types if they are provided uncompressed.
File extensions:
- wasm
- pck
- …
But that’s not Brotli, so maybe you already knew that.
Those docs are where it says .br files are detected as brotli. From this comment it sounds like you need the Godot export template to request files with the .br extension (so the bootstrap js should try to load index.pck.br). Not sure how to do that.
There’s an open issue on Godot for compressing the pck with Brotli: https://github.com/godotengine/godot/issues/20996
Cute game!
It took until 1-33 for me to get my first knockout! I wouldn’t say I’ve got the hang of it, but I think I’ve figured out how to avoid getting dazed and how to land a punch. Dodging to stun your opponent is a neat mechanic, but their dodging seems so perfect that it’s the only way I’ve found to get a hit which makes the game less dynamic.
Regardless, nice work! Love the bounce and wobble to all the of the art – helps it feel more alive. Gotta find a fun font to do the same with text :D
Fun powers! I’m pretty terrible at asteroids, but advancing through the powers was a good hook for a jam.
I often didn’t want to get the next fruit because I wanted to play with my current powers for a bit first. I particularly liked the plum’s spear arms. Chili fire was great too.
I liked how the trail effect indicated the current power.
Music is great!
I think I scored around 26? The game over screen had some white text that I guess was my score but I couldn’t read it.
A chaotic physics take on the order up genre. I like the way plants sprouted their fruit over time (so it wasn’t immediately available) and grabbing stuff was fun, but I was rarely successful at tossing vegetables across the store. I tended to grab what I needed and swim closer to my target which meant I grabbed a massive load of food, but firing it didn’t always satisfy my customers. So blasting isn’t a good tactic, but even blasting two of the same item at a fish didn’t always make both of them hit.
I wonder how much leniency you could give on a throw to let the player throw more and dash less.
I also found that I really had to focus on the food types on fish to identify them, then gather, then look hard again to see where they go. Would be interesting to try making specific fish have specific desires and see if the player can work faster by memorizing their diet.
Game looks really nice and the music is a good fit.
I scored 2675!
I didn’t understand the hunger or nets mechanics, but I enjoyed the game!
I got 4 x $hungry - 70 = 30 so I guess I want that number as small as possible. But another day I got 4 x $hungry - 82 = 72, so I guess going fast made me more hungry? I feel like when I do better, that number gets higher. One day I got 18 - $new_nets = 20 which really confused me! Did I sell nets somehow?
Regardless, I really like the mechanic of switching between going slow for easier harvest aiming to going fast to get more done in one day. I’m not sure there’s much pressure to go fast, but I want to do it anyway.
I played with gamepad’s analog stick which made it a bit imprecise to vary position without changing speed, but I found it easier to follow the kelp with the analog than the dpad.
Feels like cutting everything flat was a good strategy since it makes future days easier (but they don’t all grow back at the same rate, which is smart). However, maybe there’s a downside to cutting the dark green parts that I wasn’t seeing. Reading the description, I see why the blades numbers were on the $new_nets line, but I still don’t understand that math.
Music is great!
I won my run! Kelp Harvested: 269, 79. Nets broken: 1.
This is a quirky idea and has very nice presentation.
I never really figured out how to build a good contraption or whether there was a way to avoid “you crashed”. I got several components that can be activated, but activating them didn’t seem to do anything.
I wonder if trying to crash and break off components (to better fit new ones) might be a way to make the landing part more interesting.
The dialogue sequences are great and I love that mouse click to start the level. I got a bit frustrated at the toast, but I think this is really well done. I think I’m a bit on tilt from playing other jam games, and this one requires some patience to learn the patterns and watch enemies instead of racing through the level. haha.
Great work!
The independent movement on two axes to pick a thing that gets put where your cursor is feels like a rub your belly and pat your head kind of control scheme that could make for interesting chaos if some elements react poorly to being placed together.
Tough to balance frustration against chaos mechanics. Good luck!
This was really great. Suffering through several deaths at the hands of different enemies and then getting weapons that were better at dealing with them, good level design that rarely got me lost but didn’t feel like a corridor, good checkpoints that saved me right when I wanted to give up if I had to retrace my steps, and a tough battle at the end.
I particularly loved getting the bombs and dropping them next to those terrible green aliens. And the particle explosion for enemies is great too!
What an incredible achievement! Making this kind of 3D game in pico 8 with only two buttons and directional movement seems like quite the challenge. The game works surprisingly well. I found the flickery wall sprites made my eyes hurt a bit after playing. I didn’t really enjoy the combat until my second play when I figured out “hold fire to strafe” (thanks to your gifs). After that, I got to gun 4 and really started enjoying combat (even tricky bits against high enemies). The final room was great – tons of power ups and less frustrating jumping than the earlier jumping puzzle.
Nice work!
One question: what is that constant bam bap bap noise? Sounds like an enemy is walking against a wall somewhere.
Nice work repaletting the sprites, I didn’t recognize Capt Neato at first! I love the big sword swing, but didn’t get the hang of it the timing of it against the quick enemies. I enjoyed the platforming puzzle of avoiding fall damage, but the enemies were too relentless to make it far. (I swear some of my in-air sword slams to ground don’t make contact when they should.)
Regardless, pretty impressive!
Thanks for trying it out! My word list is only ~5000 words and is more suited for creating potential questions rather than exhaustively validating guesses. I guess I could have used some dictionary service and queried for whether words were valid…
I added those words to my list except for iran. I added a note to the jam page that there are no proper nouns.
Thanks! That mostly matches what I have except for jump. The frames I was using in format {column range, row}:
{
win = { '5-7', 6, },
jump = { '4-6', 5, }, -- not looping
fall = { 7, 5, },
land = { 8, 5, },
run = { '3-6', 5, },
idle = { '1-2', 5, },
}
(In love2d, I use anim8 and these are the values I pass to it.)
I think you’re right about climbing, but I don’t have ladders so I didn’t try that one.
I guess the sliding one is meant for you to rotate it to match your slope.
The blocking is the one that confused me the most, but I guess it makes more sense as a reskin of the knight.
Looking at the Capt Neato sprites from here, there’s run, jump, flip (?), climb, dance, fall (?) animations in rows 5-6.
I’m not entirely sure if I have those anims right or which ones go with which animation. I’ve never used pico8 and I’m using love2d for the jam. I tried opening tbj3.p8 in a text editor and pico-8, but I don’t see anything in there. Seems like it’s a bitfield for gfx, but I don’t see how I’d explore that in pico-8.
I guess I’ll just put together some frames and see what works, but is there are right way to do this?
It’d be helpful if the 16x16 were in a different part of the sheet than the 8x8.
Vertically, s4m_ur4i_huge-assetpack-tilemap.png starts with 8x8 palette, then does some 16x16 blocks, then a bunch of 8x8, then more 16x16 blocks. This makes accessing the 16x16 blocks awkward since you can’t slice with a 16x16 grid and need to either edit the png or slice 8x8 and make all your 16x16 objects out of 4 objects.
Yeah, eventually I came to the same conclusion – Projects created with “Upload game” are automatically submitted to gamejams. I filed a bug about making this more clear.
Similar to this suggestion, I’d like to be able to follow a jam so I’m notified when it’s over. Sometimes I see a gamejam that I don’t want to enter (or the rules exclude me or whatever), but I do want to play the games when it completes.
For now I guess I just join jams without intent to enter, but I feel like that does a disservice to the jam runners who may get excited by an inflated number of jammers and disappointed by a relatively low number of submissions.
Found this from your post in Eggplant!
Nice platformer. Looks good, plays okay. Nice work! Too bad there’s no gamepad support. I used Steam’s “Desktop Configuration” to make my gamepad emulate keyboard inputs and it was much more enjoyable to play. I finished it!
I found the levels get frustrating at the first level with a key. There are challenges without any safe practice earlier in the level, so I have to pass the initial gauntlet, trial and error, die, repeat. (When I see the three green squares I think “is my dash long enough?”, jump+dash, and sail past the platform and die. Then I think “I can probably just dash”, dash and walk off the edge and die. Then I just jump.) However, I thought the introduction of guns and long unlock blocks were both well done.
There’s also some blind drops without communication of safety. In that first key room, you drop into what looks like a spike-lined room but it turns out there’s a safe place to land. If the safety was visible before you drop, I wouldn’t try to dash to the side to anticipate the exit.
A few issues with dash:
- it seems I’m unable to dash out of a wall slide – which sometimes caused me to fall to my death.
- I think dash takes the direction you’re currently holding without any leniency to change direction after you press dash. I’m usually trying to push both at once and often don’t dash in my desired direction. (Forgiveness Mechanics: Reading Minds for Responsive Gameplay is a talk on the subject.)
Regardless, nice work and congrats on shipping!
Thanks!
Yeah, you can double jump and get an extra jump when you collect a bottle.
You have a little bit of control of the platforms because they won’t go up if you’re standing on the front piece (you block their collision). One of them also tries to get down to your level to avoid boring waiting time on the floor. But interaction is all indirect – no input reading.
Working that control more directly and visibly into the game sounds like an interesting direction for further developing the concept!
I liked this idea. Juggling the different packages and pick/drop order was a fun optimization problem.
The interface made that gameplay cumbersome and frustrating: looking at a courier required clicking their packages tab and their profile tab, no view of all courier + new packages at once. Not sure if that’s part of the challenge. I liked the imprecise location of the couriers as an intentional awkwardness, but I think you want other things to be streamlined.
I only played enough to realize why wisdom matters and then my week ended after two days. :D









