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NotExplosive

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A member registered May 25, 2015 · View creator page →

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Another delightful puzzle game from Jamwitch, so much fun!

Oops! Good catch.

Yes cards don’t automatically get collected if they’re upgraded or if they came from the deck. The right click thing is definitely a bug though haha.

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Thanks so much for playing! I appreciate the feedback. I definitely wanted to add a tooltip system but I was struggling to get it to work. I agree it’s essential for remembering what the upgrades do.

And you’re absolutely right Suit Stacker is busted hahaha.

This was super fun!

Can you include your LD link in the description? normally itch does this automatically but it doesn’t seem to be working today.

Very cool take on an autobattler idle game. I liked how despite having effectively 2 decisions to make at any given time I still felt like I was making strategic moves.

Hi Rahel! Thank you for your interest!

I think the best way to reach me these days is bluesky. I believe my DMs are open so you should be able to just shoot me a message there.

https://bsky.app/profile/notexplosive.bsky.social

Thanks so much for playing and for the kind words!

We don’t currently have plans to expand this game, maybe a post-jam polish build but that’s it. Everyone on the team has other commitments so it’s unlikely that we’ll find the time to work on this game.

If you enjoyed the writing I’d suggest following tesseralis, she did a ton of the writing for this game and is excited to do something like this in the future (no exact plans yet).

As an aside: Hello fellow Ludum Dare-er! I didn’t realize it until I looked at your itch page, but I’ve actually been following your work for a while! It looks like we’ve both done: Ludum Dare 45 (Start with Nothing), 56 (Keep it Alive), 49 (Unstable), 50 (Delay the Inevitable), 51 (Every 10 Seconds), 56 (Tiny Creatures), and the most recent, 57 (Depths).

While writing this reply I found out that I left comments on the Ludum Dare page for Nothing to Say five years ago(!!), and Creative Types a few months ago.

It’s super rare to find someone as enthusiastic about jamming as I am so I’m super glad to have come across your work! I hope to see you in LD58 :)

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Even with that hint I’m still stuck. I understand (from this hint) that the spells are essentially spelling messages (eg: FIRE DESTROY, TREE DESTROY, ROCK ROTATE). Given that I’ve tried all the variants I can think of for “ROCK DESTROY” and… none of them work?

I figure ROCK is either the symbol that looks like a bat or the symbol with the triangle. Or maybe it’s both symbols together? None of those with with the symbol for “destroy” doesn’t seem to work.

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This was so much fun! A fun take on the Blue Prince-esque format.

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That’s probably more tags/users than most players collected so I really appreciate it! HeckinPuppers is pretty hard to search for because of how they type.

The search being broken is part of the immersion ;) . It really makes you feel like you’re using a terrible social media app with constant hastily-made breaking changes. (That is great feedback though, I’ll make sure searching exact usernames works as expected in the post-jam build)

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Thanks so much for the kind words!! I’m so glad you liked it.

Thanks so much! I’m glad you liked it!

potato

Woahhh this is so cool! Thanks for your comment!

Can you add a link to your LD page? Normally itch does this automatically but I think that feature is broken right now.

It fullscreens if you press F, I found this out by accident haha

I’m glad you liked it! There’s no level select but you can skip a level with the chest code described on the games page.

FYI there's a field in the back-end for your itch page for you to give the Ludum Dare link so you get the fancy Ludum Dare flare at the top of your page

toyjam?

Nice find! I knew that was possible but I didn't think it would result in a crash. I'll investigate when I have time later

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That was super cool! I liked that it was half factory builder and half alchemy game and it blended the two seamlessly. I also like the "scaling" system where the game literally goes "cool design, let's see if it scales." It was kind of nice to setup a good system and then just kick my feet up and watch the cash roll in.

If you're doing a post-jam build I'd love some QoL user experience stuff like being able to select and move buildings, copy-paste, etc.

Really awesome submission, my favorite I've played so far!

I love that the title screen is a tutorial. Within the first 10 seconds I'm already fully understanding and playing the game! Well done!

For the high scoreboard it would be cool if it showed me where I placed relative to other players rather than just showing the top 10. You don't need to show the whole scoreboard (that would be overwhelming) but just like the 5ish people ahead of me and behind me.

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Hey! Another submission with a portmanteau of "Architect" in the title! (Although I liked Inky's title suggestion too)

I like what the game is trying to be, but I feel like during the puzzles it's hard to tell what state I'm in and how that differs from what state I'm supposed to be in. In the tutorial I didn't realize I could grow the building one more "notch" because I guess I wasn't giving it enough room to grow? Then in the first "real" level I felt like I had everything in the right place but maybe I was off by a grid square? I couldn't really tell because I didn't have a good frame of reference from my top-down slanted perspective.

I look forward to your post-jam build if you choose to do one!

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Thanks for the kind words! I put links to our respective portfolios on the game page for your stalking convenience.

Oh! I think know why it puts you in debug mode. That's uhhhh... Not good. I'll fix that in the post jam.


I have a "run with debug mode.bat" file next to the game exe and I guess itch is choosing to run that in favor of the exe.

We sort of have a sandbox mode in the post-game after you build the Monument, because you get every resource for free in infinite abundance. For the post-jam I might add a proper "sandbox" mode where you have total free reign to build whatever you want from the very beginning.

Thanks so much for the kind words! Quarkimo (our composer) will be so happy to hear that you noticed the changing soundtrack :)

I deliberately made the game very forgiving so even if you're "bad at Tetris" you're not "bad" at this game because there's no incorrect way to play.

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The graphics were lovely! It created a very cohesive cozy vibe.

Once I understood how it worked this was really interesting! I had a neat moment where I collected lots of water but then was unable to squeeze my way back to the flower so I had to drain some water out in order to get home.

It took me a minute to figure out what the controls were (I kept clicking on stuff not realizing I was supposed to use WASD). I also kept getting a "Game Over" for (what felt like) random reasons.

I had trouble getting the game to run but conceptually it seems really cool!

also -- Hello fellow MonoGame dev!! ✊ (there are dozens of us, DOZENS!)

The art is gorgeous and I really liked the narrative framing.

The overall gameplay was intuitive and fun but I never understood what the two bars at the bottom meant.

Very clever interpretation of the theme! 

I think the controls could have had a bit more feedback, maybe a highlight on objects that are within range to be picked up the tweezers?

This was very nice. I liked how seamless the mechanics fit together and how immediately intuitive the controls were. I didn't need a tutorial or anything I just... started playing!

You got a lot of graphical mileage out of primitive shapes, love to see it! I loved how every mechanic felt like it was multi-purpose. 

  • I need to shoot enemies to destroy them so I don't get overwhelmed -- but I need to be mindful of my position whenever I shoot.
  • I could use my own recoil to move more quickly to get out of a jam-- but not too much because I might run into a wall. 
  • I could shoot-to-shrink to squeeze through a gap-- but not too much because then I can't shoot at all.

Everything was on this very delicate tightrope. Very nicely done!

That was delightful and very tightly designed! I have 2 small suggestions for the post jam build

  • I think the catalogue should be expanded by default, I spent the first few turns not knowing what to do because I didn't realize I was supposed to open the catalogue to understand the game.
  • The scoreboard should show your relative placement as well as the top 10. I didn't score nearly well enough to make the top 10 but it would have been nice to know "you're in 97th place" or something like that. Maybe also show 10ish players ahead of me so I know how close I am to beating the next person up?

These are both little flourishes on an otherwise excellent submission. Great job!

Thanks so much!

You're the first person to post a screenshot! I like that you made room at the bottom for the monument.

That was very sweet, I liked that a lot.

Thanks! For what it's worth there are actually 3 music tracks (3 variants of the same track) that change as you zoom in and out.

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I think our post jam build will make you a happy man ;)

Saving is on my radar and should be "easy" (we'll see!). Building variation is definitely where the time constraint finally caught up to us.

Thanks! I always strive to make my jam games feel like complete games. That being said, the main menu was made in like an hour.

Out of curiosity, what part of the game's main UI felt underdeveloped?