Awesome sprites, love the idea of getting supporters to send in pics of their cats!
mikepurdy
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you can just fudge it. That’s what most implementations do, fade in the image, which often uses multiple colors and hardly resembles the nonogram at all. It’s a bit hard to interpret what your objection is, honestly.
Valid point, but my knee-jerk reaction to that statement is that I don’t want to fudge it and don’t want to swap out what they’ve solved for the larger collage I have them building.
A puzzle having more than one solution can end up just being a constraint that I apply to myself while making puzzles: every puzzle I make must have one solution. Then solving by solution or solving by not breaking contract with hints doesn’t matter.
To get more specific and show a minimal proof, here is an example of a nonogram that generates ambiguous hints:
x o o x
When the hints are rendered out, you’ll have 1 and 1 in the columns and 1 and 1 on the rows. Now look at this alternate solution: o x x o
Yeah! That’s exactly what is described here.
I noticed that you don’t want to implement a hint checker, and I’m curious why that is, as checking that the hints are satisfied isn’t overly complicated or bad for performance. You’re already doing most of the work if you’re marking the row and column hints complete while the player is playing.
I’m actually not marking hints complete as they are playing, either.
These aren’t choices aren’t due to implementation complexity or performance, either. This whole game is written in C with no libraries outside the bare minimum needed on the playdate side to get the current frame buffer, get input state, handle files, and pushing audio to the device. Everything else is done on my own, so I’ve already crossed more complex tasks and everything is very performant.
Really, the main concern is just getting the game to a good playable state, then worrying about working through the Quality of Life features in the backlog. I’ve gotta make more puzzles, prize art and blurbs, and do the audio.
It could also be due to the fact that, as a player, I don’t really care much about the hints being crossed off. I think what I like more, which will cause it to bubble up the backlog, is when the current run of marked cells are tallied up and shown.
This was a really thoughtful comment - I think it’s really cool that you took the time to reflect on the game and to write all this out.
I stumbled across this post a couple months ago, and actually referenced it in a devlog I just did about a game I’m working on. Just wanted to say thanks for taking the time to post this, and your comment on this game has me thinking through Nonograms.
Thanks, man :)
The gun guys are cool, but I’m finding them limiting when designing levels. I’m trying to power through it.
Ever since I’ve seen this clip of Paul McCartney making ‘Get Back’ (link) I just think that that’s what needs to happen when you’re hitting a road block. Just gotta power through lol
Or at least that’s what I’ve been telling myself when I have a level with a bunch of gun guys and it doesn’t work at all hah
Great idea that fits the theme. The game is very pretty. The shader makes me feel like I need to dig up some old red/blue 3d glasses.
The stage design is superb and I really enjoy how each stage within a level transitions into each other. Makes it feel like one cohesive level.
This game is brutal though! Very hard lol I usually make a point of beating each of the jam entries but I dunno, this one may beat me. Very difficult, especially the last segment of level 2: that’s a real doozy!
Thanks for submitting!
I just wish there were more levels :)
You and me both haha just ran out of time :)
The music sounds so familiar, but I can’t pin down why.
Haha it’s from my 2023 Summer Game Jam entry https://purdy.itch.io/no-lifeguard-on-duty
Thanks for playing and the kind words. I had a few more ideas for influencing the level, including a ‘drill’ action but, just like the levels, ran out of time. I want to carve out some time to continue exploring this idea, maybe with a port to Playdate.
Simple ideas that are built upon by the level design - nice work!
At first when I died and got kicked back a level I was thinking, “Oh, a little bit of risk/reward is in each of these jumps”.
Then I got kicked back like 5 levels in a row. Brutal!
Took a lot of time, lol but I beat it. Thanks for submitting!
Ah man, that does sound frustrating! Sorry, should have been more clear with goal/expectations. Thanks for giving it a whirl though, and glad the game was still fun despite the shortcomings :)
I’ve been working on bug fixes and will see how I can better educate the player as well. I’ve already got some quality of life changes in place which I think will help players.
This was cute game, I really liked it!
Most of the games I’ve seen you make have a core concept that is tightly nailed down, and then polished up - the recipe for success. This one was no different :) The game felt good, and I agree with @multivoxmuse, I think the difficulty was spot on.
I loved how the last day was flipped around.
Ah. Seems there is an unfortunate bug slipped through my iron-clad codebase.
There is the possibility of one package having the same destination as another. If this happens, you can push the delivered box out of the way, and just deliver the new box in the spot. There will not be the spinning indicator, so be careful, lol
Ah. Seems there is an unfortunate bug slipped through my iron-clad codebase.
There is the possibility of one package having the same destination as another. If this happens, you can push the delivered box out of the way, and just deliver the new box in the spot. There will not be the spinning indicator, so be careful, lol
Yeah… I think I did the players a disservice by not baking control explanations into the game or something similar. My son (11), who plays a lot of Geometry Dash, bounced off of this when he first played it. I realized then that I messed up haha
I was planning on having some structured levels in place; my hopes were to ease the player into the controls and mechanics and how they build on each other. Didn’t get around to it though, lol #gamejamlife
Thanks for playing :)
Killer entry! Had a blast playing this, very fun concept.
I was avoiding the purple asterisks, until they were sort of in front of the Chosen One. I thought since they were on the right side of the game, that they were safe. Putting them there was smart because that’s how I learnt that they’re actually badass and very essential.
Music was awesome (all by Kattywampus, right?). I found myself bopping to it.
Unlocking fonts was a fun progression mechanism.
Great work on this!



















