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GrayWolfOne21

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A member registered 6 days ago · View creator page →

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thanks for the link man, just subbed to your channel and that zelda video was definitely the one i remember seeing, really great work on that

you make a really fair and humbling point about the ai perception and i appreciate you bringing it up honestly. with how much stuff is out there right now i totally get why people are skeptical and guarded against it, so i understand why it can be an uphill battle. i definitely respect the community for wanting to protect genuine craft

geocities really brings back some great memories though, and it makes me think back to hanging out on the old jungle boards trading code and just learning how things worked. things were a lot simpler back then.

thanks again for taking the time to chat and give your thoughts, and thanks for the encouragement on godot. looking forward to seeing more of your work

Hey I looked into your stuff man, I have actually seen your stuff on YouTube I think, your zelda tribute is extremely familiar, if you send me a channel link I'll follow if I'm right

Thanks for the engagement!The whole game is handwritten canvas code built around classic AABB collision detection, which is just axis bounding boxes. That old school math style is pretty terse and happens to be the same kind of shorthand a lot of AI tools spit out these days, so I can see why it might look that way at first glance, I've had this come up a couple of times now so I had to do a deep dive to even understand the implications, Ive been writing this sort of thing since 1996, back when I was making simple sites on AngelFire in the early days of HTML and JavaScript. Happy to talk through any part of it if youd like or run through shorthand protocols for time constraint.

The soft locking you experienced is definitely by design, I also want to give you one very specific developer hint that is key to maximum ending output: 

It is not possible to make it through life being completely happy and psychologically there's no such thing as ever truly making amends. 

Again I appreciate you, especially for bringing up points that apparently need to be elaborated on, I'll throw you a follow and I appreciate reciprocation, I'm taking a venture into Godot for the first time for my next project and it's going to be expansive.

I enjoyed this quite a bit myself not going to lie, that's all it's the mission yeah I do wish there was some more actual game to it but I like the direction that you went

Regardless of skill I appreciate giving it a try, I wish you the best of luck 🤞

Glad the lighting, shaders, and audio landed well for you. If you give it another go, pay close attention to your choices as you push past the halfway mark. Hitting a point where you physically cannot progress isn't a standard difficulty spike, it is hard coded by design based on the narrative paths you pick.

As for the controls, they definitely lean into that twitchy feel which can make things tough if platformers are not your usual style. Appreciate you sticking with it through a couple of runs.

Thank you for the kind words about the scratch work, if I would have picked anything other than HTML I would not have made the clock. I am glad the memory and physics connection clicked for you.

You are totally right about the audio. It was a last minute addition and barely made it into the build. I was aiming for a Castlevania or Ghouls and Ghosts vibe, but I think I accidentally ended up somewhere between Bubble Bobble and Marble Madness. 

Hope you have fun finding those other endings!

Thanks a lot for playing and for the honest feedback. I'm glad the movement eventually clicked for you. 

For the writing, I was really trying to channel an old-school JRPG vibe, like Chrono Trigger or the Tales series. I love those games where you get sudden, vague emotional phrases during quiet story moments. Blending that reading pace with fast platforming is definitely tricky, so I appreciate you pointing out where the flow breaks. 

I'm really happy you liked the visuals and atmosphere. Thanks again for taking the time to share your thoughts on my entry.

I did a psych base as well! This was fun, nice work!


Gave you a follow, enjoy your work

It says Mobile friendly and this looks awesome, Kudos to your team, love the concept, unfortunately I cannot move, only control the camera. I could be too dumb for it 😭  it is very well done and deserves praise.

And hey looking at some of your stuff you seem to be a fellow HTML feller. Do you like the GD game platform? I thought about releasing on there as well

Hey, thanks for giving it a run! I actually spend most of my time building out internal architecture and data visualization tools for corporate clients. When you do that all day, you get really used to building fast, self-contained modules, which is where my HTML speed comes from. The game looks the way it does because it is 100% native HTML5 canvas drawing, using just coordinate math and radial gradients instead of image assets. The physics are built on old-school AABB bounding boxes to keep everything optimized for the 3-hour limit. Happy to chat about the source code or the canvas math if you want to dig into it!


I like the context a lot here, the absolute randomness and brutality is fantastic, solid submit, check out faultlines!

Don't be sorry, don't let your imagination be contorted by catering. Do you, looks 👍 😃 👍

Can't actually do anything on mobile except move the camera around, but man it is sharp, gonna run it on PC at home, art style is fabulous

Super cute play on words inverted platformer, nice work, I like the sprite for the 🍕 

I like the concept, unfortunately doesn't work on mobile, love the sprite design

Fun asteroids idea, no critiques, functions well on mobile

don't sell yourself short this was a good concept, unfortunately I'm not able to play it on mobile or at least on my device, but you said the music and to be honest with you I'm building a Grimm dark fantasy Souls like about a barbarian and bard Duo of Brothers and it's going to start off on Godot as I learn it, this music right here would make a perfect dark cathedral music, maybe just lessen the treble a slight bit and slow it down just a touch.

Good stuff keep it up

It's what the people wanted 😂 a lot of folks were struggling with the concept apparently, but a lot of solid submissions

Great Time Killer, once I figured out the bell mechanic it was smooth sailing, worked pretty well on mobile

I like the concept, it doesn't work well on mobile but I see the vision clearly and sure that others enjoy it on other platforms, Kudos!

Oh I love the Depth from the start...HUUUUUGE enemy out the gate I was like Whaaaaaaa, impressed with the sprite animation for the block mechanism, very smooth transition points, would spend money on a market version when done

You don't, some do for their own head space, but it's an honor system here with a massive amount of skill sets and levels of diversity. 


 You can absolutely still enter and I can't wait to try your submission, the three hours is just to qualify for prizes 


😂 This was cute. I have no critiques. Well done

Thanks, I actually noticed that myself. It has a slightly on ice feel. I didn't really get a chance to test it to make the deadline for prizes, the screenshot was just me loading in and moving to the center of the screen to confirm the controls worked. 

I've played it now since the jam has been live and I've already got quite a few updates in mind once it's over but I'm not going to change the original raw file to keep the integrity of the contest until after it concludes.

You start out more free to move than you are by level eight, depending on your psychological choices. There are actually multiple ways to lock yourself out of progression completely, simply by the choices you make with the memories. 

Dev Hint: losing anchor is awesome.

A community that codes together, improves together.

Hey, you and I have something in common, I am also a PC minimal developer!

Making the small world BIG!

Hey! Good luck and Happy Scripting! Can't wait to see your submission!

Very nice! Keep working at it and you'll be a pro in no time!

Really enjoyed your submission, Love Record of the Lodoss Wars your characters remind me of that anime, love this genre too, great time killer, outside of spelling critiques, which who cares,  and an overlay bug on the sanctuary page where the artifact blocks the description (at least on mobile) this is fun, might I suggest upping the difficulty of Standard just a touch?

Please check out my submission, Fault Lines, I did something a little different.


Kudos! Great Build! I'll make sure to leave a donation!

Appreciate the deep dive. You are 100% correct about the autoregressive trap—if an LLM generates prose first, it will backfill the arithmetic to justify whatever narrative it just hallucinated.

That is exactly why Grinmar's architecture forces the [SYSTEM CALC] bracket to generate at the absolute top of the response. By forcing the model to compute the physical difficulty threshold against the S.I.I.N.S. matrix before it emits a single narrative token, the attention mechanism is locked into the mechanical pass/fail state. The math dictates the prose, not the other way around.

As for inventory state deletion, that is handled by the strict HUD Injection Protocol. Because the engine forces the [STATUS LEDGER] to render at the bottom of every single turn, it leverages the recency bias of transformer models. When an item is consumed, the engine is mandated to explicitly overwrite that slot with [Empty]. The model prioritizes the most recent ledger in the context window over older transcript data. And for the rare moments when context drift does occur, the Monolith Edition utilizes diegetic reality fractures to force the player to manually re-verify the state without breaking immersion.

External Python wrappers and API state-machines are great for dedicated software, but the engineering challenge here was building a zero-friction, zero-install architecture that runs natively inside a vanilla chat window


If you play solo RPGs using an AI Game Master, you already know the problem: the GM acts like a yes-man, invents convenient loot, and refuses to let your character die. Grinmar is a grimdark, deterministic ruleset built to strip away those safety nets. It forces the AI into a strict 3-tier logic gate, requiring hard mathematical stat-checks and permanent inventory state-deletion before it is ever allowed to generate the narrative.

The asset pack includes the Core Campaign Edition, a razor-sharp Monolith Edition for hardcore tacticians, and the 6-continent World Lore Dossier.

Check it out here, I bet you can't win.

https://graywolfone21.itch.io/grinmar

**Founder Note: A massive thank you to anyone who supports this, I will personally reply to comments and feedback, and suggestions will be listened to and implemented to the best of my abilities. The importance of community is what makes this possible.