yeah I have been waiting for a dating simulator where you play as a trash can trying to woo rotten food and other household detritus
can u make it?
Great work on this stuff! If you're using AI to help in these ports, you can also use AI to create a web wrapper for the ROMs so that they can be tested here on itch as an html5 zip prior to someone deciding to download the ROM itself. That's my main suggestion for this sort of work, but otherwise really happy to see people doing this stuff. People act like AI is free, but there is a lot of "small work" like this that needs to be done by many people for game preservation (and development) to reach it's maximal state.
Cheers!
The full version of this game lives over here: https://damijin.itch.io/yarn-patrol
I am currently working on something called TG-Engine which is a no-code web app for making TG-16 Shmups (like Shmoop & Sk1b) and hopefully in the future for other genres like pinball and other top-down genres like Bomberman and Action RPGs (Ys, Dungeon Explorer, etc)
For some reason people keep finding this page (this is my prototypes account), so I'm always sad to see people downloading the unfinished version of this. I have no idea how people find things online.
Let me know how you got here if you get the chance, and follow either of my accounts for more of this stuff! Ty!!
Unfortunately I am unable to help as I have taken on a quest against "The Monster" Sundar Pichai for his removal of bean bag chairs and pool tables from the Mountain View Googleplex.
I wish you much luck! That's a crazy requirement from Google's side.... very strange way to handle spam. They should require 100 people to watch every video front to back before it gets indexed on YouTube. I would probably just pay people on fiverr if I couldn't spoof my way around that testing requirement.
I could tell from the start that this was going to be a bit too deep and a bit too mobile for my attention span, but I wanted to comment to say it just looks really amazing and it's clearly a strong game underneath. As devs we don't have a lot of time in the day, so sometimes when I see something deep I go "Oh, oh no, I don't have time for this."
Your game provoked that response, which is generally a good thing. Most players are playing games because they do have time they want to burn on something, and your game looks like a very high quality effort to burn some time.
Good implementation, and works on mobile.
Unfortunately it does not feel like something "made for the jam" as it is a known existing game concept re-executed for web. This is nice, but it is only "crafting" in the sense that stacking blocks is... technically crafting.
Crafting theme was optional for the jam, but still the decision not to include it and the known space of this genre makes this game feel like a coincidence entry.
None the less it's very well done!
Feels very good. Played on PC, but I can imagine the jump guide helps a lot on mobile as well.
I think all the values here are very strong (jump strength, movement speed, guide assistance, etc) -- people get very focused on the game itself, but as game designers one of our most important jobs is the science of good values. This game is very good in that regard, though maybe the aesthetics are still pretty rough.
I mean it's pure genius. Genius isn't a strong enough word. 10/10, respects the player's time, fun every moment from start to finish. The sort of game that makes other game devs upset that they don't know what fun is.
This can obviously extend to almost any length, though I love that it's very considerate of our time for the jam. One can also somewhat easily imagine a "DIY-Ware" sort of game inspired by Wario Ware but only concerned with absolutely absurd DIY solutions to common problems, all of which taking the form of this sort of encapsulated mini campaign.
There's a lot of legs on this thing! Branches on this tree? Splinters in this beam?
Great work :D
I also just read the tech details from the blurb. No fonts, image or audio files, absolutely amazing. Top notch, you're killing it. Did you draw the pixel art using a generated tool or is it collab effort on the icons / rastered font / etc? Purely curiosities, just wanted to say this is an obvious example where someone who already understands the underlying process of game development is "using the tools" at a very high level!
FINALLY THE MACGUYVER GAME IS OUT
This is absolutely beautiful and a super awesome implementation of the core idea. Not financial dev advice, but you know we all see a lot of games doing this stuff, I would strongly encourage something like "continue this one for a bit, see where it goes."
Getting attention on a game in the end of 2026 is sort of impossible regardless, but there is something here that probably works for a very large audience would be my guess.
Wonderful job! 🙇♂️
Very cool mix of genres and ideas, love the pieces and aesthetic. Brave mechanical innovations, across grammars that rarely interact. I think there's some room to improve the play space between swapping and just "grabbing game items" without necessarily "swapping" them -- but overall it works and I love the cinematics
The new graphics look amazing. The gameplay is pretty challenging. I still may need to come back a few times to make significant progress.
I still feel like the gap from start to first combat is a bit too long (especially since combat is pretty real gamer combat, not a side system, WASD + Mouse 2d action is very nice but its surprising after such a long prologue, maybe something non-living to swing at, just anything to let players know "Combat is ahead, this is a combat platformer!").
Aside from that once you get into it, the game is obviously beautiful and quite fun. Well designed. Tons of effort clearly. Really seems like a significant amount of work unless it turns out to be much shorter than I expect. 
Enjoyed. Little bit of lag but that's pretty expected.
I'd say this is GTA distilled, its basically "what people want to do" which is run from the cops while destroying stuff. If the performance and effects could be improved it scratches the itch people want from that series without having to jump into a giant experience.
Super interesting!
Ludology is not a highly developed academic field, but there have been some directed efforts over the years to establish effective "game grammar" (instead of describing game mechanics by relationships to specific game titles) -- but it has never been formalized or caught on.
A language which compiles your own personal grammar into executable code is a great step toward such an idea. Yours may not be perfect, but if it compiles, it's better than what we have (which is almost nothing -- researching "game grammar" isn't easy, because it only really exists as a quasi-idea of a thing that could exist, like your language).
Keep this in mind as you work on your project! The syntactical decisions you make could have long-term effects if your effort is successful.
Good luck, sounds challenging and fun! (definitely not crazy)
Here is a (relatively aged) post about the topic that I believe would be underlying a successful execution of your idea!
🙌
I have not been following closely enough to know, but the post about the indexing change that likely impacted your game is here: /t/7172464/october-updates-on-indexing
Version 1.0 of this game can be played and downloaded at: https://damijin.itch.io/yarn-patrol
The version on this page is preserved (because I like the background art!), but I strongly advise that you use the .pce file on that linked page as it is much more complete than the files here!
thanks for continuing to keep the page alive and healthy as the webpocalypse descends on many servers
i love hosting my games here. my biggest fear is itch going offline because it is the sole repo for so much creative effort. as time goes on I would love to see additional archival efforts in addition to indexing, since this is basically a treasure trove of creative effort that will surely never be duplicated.
thanks again!!
Thank you! this is my prototypes and game jams account. I try to put my more "finished games" at my main handle. My main project is a MUD that I work on... half the year-ish. It is currently not online, but I likewise love retro computing! (and networking). Thanks for looking at my stuff!