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foolmoron

22
Posts
1
Topics
60
Followers
28
Following
A member registered Feb 18, 2014 ·View creator page →
www.linkedin.com/in/momink/@foolmoron

Creator of

Illuminate the battlefield in this fast-paced 1v1 puzzle showdown playable on a single phone browser. 2025 ★★
Puzzle
Play in browser
Trippy nightcore 0-button speed runner. 2024 ★★
Action
Play in browser
Rune drawing puzzle game for Ludum Dare 55. 2024 ★★
Puzzle
Play in browser
Shoot jokes at hecklers to survive as long as you can on stage! 2024 ★★
Action
Play in browser
Travel back to the origin of time in this Piano Tiles esque Ludum Dare game! 2022 ★★
Action
Play in browser
A simple platform game clone. What could go wrong?? 2021 ★★★
Puzzle
Play in browser
Escape the round prison and draw loops around stars to make the highscore. 2020 ★★★
Action
Play in browser
★ - 2020 - A sun gardening game using Unity Tiny Mode for LD46
Play in browser
Small business simulator about repairing professional relationships, made for Global Game Jam. 2020 ★
Simulation
Play in browser
Raise your little bundles of cash into tons and tons of cash and take over the world! 2019 ★
Simulation
Bring sugar kitties back to your sweet home planet and save the candied cosmos. 2019 ★★
Platformer
Play in browser
Grow your own collection of demons that feed on your old hard drive files. 2018 ★★
Simulation
A media consumption simulator for Ludum Dare 42. 2018 ★★
Simulation
An electrified turn-based arcade snake-like for Ludum Dare 41. 2018 ★★
Action
Play in browser
Defeat monsters in the Kingdom of Gallis while simultaneously acing your finals in the future! 2018 ★★
Role Playing
Play in browser
A cryptocurrency get-rich-quick web game for LD40. 2018 ★
Strategy
Play in browser
A psychedelic space explorer with dynamic acid house music for LD39. 2017 ★
Action
Play in browser
A Persona 5-esque Malcom Gladwell-esque social sim about meeting way too many people! 2017 ★★
Simulation
Play in browser
A time traveling destruction cleaning game for Ludum Dare 37. 2016 ★
Simulation
Play in browser
A stained glass simulator made in 0 hours for 0hgame.eu 2016 ★
Play in browser
Charge up the receptors with slime and gravity attractors! For Ludum Dare 35. 2016 ★★
Puzzle
Play in browser
Create shapes with lasers to solve The Cloister. For Global Game Jam, inspired by The Witness. 2016 ★★★
Puzzle
Play in browser
A collection of 10 games in 10 genres in 10 days for the Variety MEGAJAM. 2016 ★★
Action
Play in browser
★ - 2015 - A dumb physics based multiplayer alien sumo fighting simulator for Ludum Dare 34
Action
Use your clicking powers and Chupacabra army to take over the world in this Ludum Dare 33 clicker game! 2015 ★
Play in browser
A keyboard tower defense game for Ludum Dare 32. 2017 ★★
Action
Play in browser
Play the game by resizing the browser! For Ludum Dare 31. 2014 ★★
Action
Play in browser
Interdimensional pinball with a rotating board for Ludum Dare 30. 2017 ★★
Action
Play in browser
An exercise to see how long it would take for me to remake Pong in Unity. 2014 ★
Action
Play in browser
A stupid HTML5 dating sim/visual novel involving time travel. 2015 ★★
Visual Novel
Play in browser
A fast-paced endless runner with mouse input, for Ludum Dare 29. 2014 ★
Action
Play in browser
A platformer based on a girl who can change how the world appears by changing her dress. 2014 ★★
Platformer
Play in browser
A cyberpunk-themed touch painting tech demo. 2014 ★
Play in browser
One-button infinite highscore action puzzle game for the Flappy Jam! 2014 ★★
Action
Play in browser

Recent community posts

Played it twice, loved it! I appreciate how the extra stuff is doable with the initial bubble

Our builds are slow and I don't have time to test that rn but I'll let you know if I get the chance to! In this case all the texts were using the same font, so it's likely.

Version: 1.13.5
Unity: 2022.3.55f1

I found an issue where when I have a bunch of STMs in hierarchy branch A, and I enable a Mask object in hierarchy branch B, the STMs in branch A become invisible. Looking at the frame debugger, it's using StencilOp Equal on the objects in branch A, which is incorrect since the Mask is in branch B, and other UI objects in branch A use StencilOp Always and are not affected by the Mask.

Right now I'm using Mask Mode Ignore as a workaround, but I'd like this to work more like other UI objects in the hierarchy. Any ideas?

Example hierarchy with A and B children of the same Canvas:
Canvas > A > [STM1, STM2, STM3]
Canvas > B > Image+Mask

Such a great realization of a concept that is almost too simple to be fun, but it definitely works! It feels like Puzzmo's Typeshift & Wordbind where it seems like you're gonna be doing the same thing over and over, but each new puzzle feels fresh and challenging.

I do think it leans on the non-repeating words too much for difficulty though. I got to the final challenge and couldn't beat it. I also think I'm dumb or missing something because I only got 2 vowels, but I see that others have more. (Maybe it's random and I just got super screwed by getting VWXYZ and only 2 vowels?) The final requires you to use a 2-letter word, and I'm pretty sure I don't have any options for that anymore, especially since it's attached to a long word. If I knew how critical 2-letter words were, I would've saved a few of them in my back pocket. But there's no way to know that you'll need them later.

The open world is very cool to explore, but it did make me unsure whether I was missing something or missing a letter. I scoured and rescoured the world several times to find another vowel and couldn't find anything. I'm not sure if there's some non-telegraphed puzzles hiding letters (dung beetle maybe?) but in that case, I would still feel like the game is trying too hard to keep vowels from me.

Idea to make the non-repeating limit softer: Have an energy meter that is built up by making unique words. Repeating a word costs some multiple of the energy that it rewarded. So if SEWER gives 5 energy then reusing it costs 25 energy, so you can tune the ratio of unique to repeated words that way. 

Such a ridiculous idea but it actually plays pretty well! Still haven't found the hidden ending... but so glad you put in *spoilers* is you at the end

Really nice controls! It would be cool to have an opacity option too (e.g. all black on all white at 50% opacity would result in the middle dot pattern)

I can try to make one using the export option in Unity, but I don't have much experience with Linux support so if it doesn't work properly, we wouldn't be able to fix it. We definitely wouldn't list a Linux version on Steam, but maybe a download on itch would be okay. I'll try it out soon and let you know when I upload a build here!

Emailed you but I'll post my feedback here too:

The game is soooo awesome. Especially the grappling hook. I discovered so much awesome movement already. I was able to get 8 power chips and I'm pretty sure I discovered all the debug areas, including the graveyard and your checklist. And the charging while not shooting is so smart. Took me a while to figure out but it's great. If you added a slight pushback force on the charge shot when swinging, it would add a TON more movement options too. Nothing too strong, just enough to get around a corner ledge with a well placed grapple for example. It could also boost chain swinging speed for really crazy speedrunning.

Took me like 10 minutes to get to the regular ending, would've been 0 deaths if not for the crash which made me redo the boss and die once. Explored the world with the grapple for like 20 more minutes.

Really cool concept. Loose platforming controls made it a bit for frustrating than it had to be, but the tradeoff was it made you really pay attention to the level design and plan a route.

Not sure why I only just played this - suchhh a nice combination of mechanics with the grass and the platforms

Ah yeah so the way keyboard controls are set up now is pretty weird - we will definitely have full control rebinding later so it makes more sense. But right now the controls are hardcoded, and you can check the README file in the game directory to see the exact controls (Show Manual when launching in Steam).

There are 4 sets of keyboard controls spread out across the keyboard, so theoretically you could play 4 players on 1 keyboard, but it gets really tight. Each control set has its own Start button (WASD is Left Ctrl, IJKL is Right Shift, etc) which is why you needed I/K to navigate the pause menu when you used Right Shift.

Good catch on Enter pausing the results screen effects! Added to our list. Thanks for the feedback :D

Woot good to see you're jumping back into the jam!

Also here's something I wrote up a while ago for making a high-quality timelapse on Windows, which is way harder than it needs to be:
http://foolmoron.io/timelapses

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