it's a fair shout, but honestly i think a demo of solitaire would just...be solitaire LOL. the game is buildable from source, and i'm happy to give a freegame key to anyone who needs or wants one — feel free to reach out over some kind of PM or e-mail.
Rae
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ohhhh the art in this one is super duper cute. the movement sort of reminds me of game & watch games, with the doofy movement in the walk cycle. i also really really love the idea of losing a life actually playing a role in the mechanics! the game overall is super hectic but in a really fun way, it feels like the perfect difficulty for me to be able to keep my head above water, but juuust barely. my final score was 22,200!
this game is so full of juice. 🧃💖 love the dramatic pauses when things happen — feels extraordinarily satisfying to do basically anything in this game. i also love all of the tiny touches, down to the blocks looking up at the spiny-bits that are removing them. the music's also really good; super loopable which is perfect for an arcade game like this. finished my first round with a score of 862!
if i had to nitpick: i'd appreciate if the Hold section waited to send the next piece up until after an event happens (like a spiny or match)? often during the pause i'd look over to see what piece was up next in the hold queue, and then get jumpscared by a different piece because the actual next one was already sent off-screen.
the graphics in this one are super appealing — feels like a game for a 5200-era console that doesn't exist. i'm very not good at this game so far haha, but i really like how all the mechanics play with eachother. it feels kinda like juggling, in a weird way? many interlocking pieces in the mind, and at some point it just sort of Clicks and all becomes second-nature. i also really like using dice as the objects for scoring — six feels like a perfect amount of block types for a game board of this size, compared to something like hands in a deck of cards.
love the sprite art here! the gameplay really gets hectic fast — i lost against the CPU rather quickly haha, but it feels like a game that i could definitely sharpen my skills at with enough time. i love the idea of the "hardened star" blocks that you have to match twice to clear; it feels like a fun way to add some more depth to the existing game mechanics.
mac user here who appreciates the native build 💖 really cool concept! the physics feel super noodly in a way that suits the theme really well, and as a picky eater i can definitely relate :P i believe i got up to 87 before i was overwhelmed by toppings — a way to more easily see my score after a game would be appreciated; though i do like how fast the game moves on from one round to the next. especially with the dragging mechanic, this feels like it could be really fun as a quick-play game for a touch-screen phone?
this is a super unique and cute idea! i love using the boiling line of the water as the point of bendiness for the pasta; feels like a really intuitive way to convey the mechanic. it sort of scratches a picross itch in my head in a really nice way, with the need to plan my next move ahead of time and make sure i can fill in the rest of the pattern.
immaculate vibes on this one! finished with a high score of 153,200 — it feels really good in a balatro-y way when all the combos stack, and i really enjoy the breadth of different power-ups that clear the board in different ways (the edge sweeping one was particularly satisfying). i do also really appreciate the colorblind-friendliness with the different block patterns.
if i can leave a bit of feedback; destroying a lot of monsters at once, though it feels good, makes the sounds for each toast stack; and it can get a little loud — it may feel a little juicier if the toasts were queued and spaced out, one-after-another?
very nice game! 💖
i know; sorry! this is a limitation of how the catalog pre-release process works — the link will start working right at 10am pacific, on the day of launch. (i only have it listed now because i know i'll forget to do it later haha)
if its still not working when release time comes, try pulling a hard-refresh in your browser (cmd-shift-R in chrome) to jog the cache. that should fix it!
sorry, i'm not sure! i built the frontend, but the app relies on data from an external service --> https://weatherapi.com. you can check their site for some more info about where they get their data, but it might also just be the result of different sources of data in different apps
i've been doing some tinkering with it this morning, and i'm honestly not all too enthused — even city names in the US that worked before in testing are returning "no location found" right now — so i'm hoping it's just a temporary hiccup with the API i'm using?? the wonders of relying on external services 😖
hey! just letting you know that the stable release is available now — here for free, and from catalog at https://play.date/games/cloudburst !
the app hooks up to https://www.weatherapi.com/ — i'm not sure where specifically their data comes from, but they say it's "provided in partnership with several data providers, government and metreological agencies"
so this is a funny thing — the old API i was using could actually return multiple possible results for a given query, so i did actually have a completely functional flow for choosing from among a list. this new API. however, will unfortunately only return a single entry; whatever it thinks is the closest match. it's nice because it accounts for fuzzy entries a lot better, but yeah if you're trying to find a specific place it takes some fiddling with the input. does it work if you try inputting something like "[city name] UK", or maybe a postal code? i know ZIPs work if you're based in the US, but i'm not sure how the API functions otherwise...
this is a weird thing that's only happening to like some people; i think it might be an issue with the firmware (headers being included in the response when they shouldn't be)? i'll look into it and figure out how to fix it as soon as i can.
for the record, if you re-launch the app after changing your location, it should reflect your new entry anyhoo — from what i've seen, that does get a chance to get saved to disk before this crash.
thanks for reporting and i'm happy you're enjoying the app!
hi! the app is approved for catalog and will release at a currently-undetermined date in the future; i think i'm going to time the final v1.0.0 release to happen then.
it'll launch on catalog for $5. the stable version will also release here on itch, for free; and there oughta be minimal difference between the two (maybe a nebulous "just-for-fun" leaderboard, at best? nothing that matters)
super fun to navigate and strategize in this game! i feel like a pro gamer by curving the world around after i fire a laser to change its trajectory 😆 if you do wind up implementing more difficulty levels, one appreciated change would probably be to make the cap on lasers a bit tighter? i appreciate that the infrastructure is there to begin with, but 10 feels like enough to where i can still mash the button with reasonable results. love the look of this big chunky moon!
love this idea!! it's impressive that you managed to do this in pulp as well — pulp is one of those things that i've been meaning to figure out for a while but haven't really had the time. very fun collection of games, i like the frantic microgame element (warioware is like one of my favorite genres)
fun concept! simple idea, but it's executed well — definitely one of those ideas that makes me feel real cocky like "psh how can anyone lose at this?" before i instantly get humbled like 3 points in 😆 for an extra challenge, try predicting where the moon's gonna land next as soon as it bounces into the air!
a little tricky to figure out what i'm supposed to be doing right now, but the physics are super fun to play around with! i especially like traversing straight into the center of the moon and seeing how far away i can launch myself LOL. having a friend-sourced moon photo is also super cool to me hahah
super good physics! the itsy bitsy card is really funny to me. the shooting controls feel very responsive, and i like the addition of being able to move laterally with the D-pad — really helps to line up a shot better compared to something like "getting over it" where you're relying purely on the main Physics Thing™ to perform any travel. unfortunately i did run into some pretty major issues in play like others — i had paused the game, and after that the game screen didn't seen to wanna update during play at all, even across multiple launches. would love to see this patched in a post-jam version so i can see what lies on the moon!
i loved this one!! just when i thought i'd seen everything, it turns out there was a whole nother side of the moon that i hadn't even explored yet. i love all the character references (xkcd!!), and it was such a fun world to explore. the addition of a save system is also awesome, let alone in a pulp game!










