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transmutrix

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A member registered Dec 17, 2017 · View creator page →

Creator of

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What?! That’s so cool!!!

This is really well made! As soon as I saw that first gray level I was like “Oh God, there’s gonna be Void Stranger mechanics in here!” and sure enough there were, heh. I like the music a lot, and the mix of mechanics and irregular shaped blocks is really fun.

I’ve uploaded a new build which hopefully fixes the behavior on Proton but I wasn’t able to repro the initial bug to make sure.

Pack authors have been added to the credits in an update. ^^ I didn’t think there was room for much more text on the pack select screen.

Ooh, good point. Most of the level files themselves include that information, but it’s not surfaced well in-game. My parser is a bit lazy but I could try to intentionally pull out “frontmatter” from level packs when it exists, and failing that, I can add entries to the credits specifically for the packs I include, manually. Thanks for the feedback!

I haven’t had a chance to look at this yet but my hypothesis is that I’m not actually clamping the component value to 255 there, and it is is probably wrapping when it narrows - not sure why it only appears on Proton though.

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Woah, that’s strange. Are you running it under Wine?

It looks like the color components are messed up on the title texture, maybe due to how I’m drawing it (in color tinted strips for the fake 3D). The other colors all look correct at a glance.

Ah, rats! Sorry about that. What happened when you tried to run it?

This is really fun!

I’m happy to hear the layout worked well on mobile!

I tried to make the UI somewhat responsive to support ultrawides, but wasn’t really thinking about mobile devices at the time (hence no on-screen joystick, etc). Frankly, in portrait aspect ratios I think it could have been much nicer than I made it. ’^^

As for the web build itself, I used this more recent fork of love.js: https://github.com/Davidobot/love.js which is available on npm as love.js

Thank you for the kind words!

Not sure, thinking maybe 7.99 US, with whatever Valve suggests for other countries. Pricing is hard!

Thank you for playing and sharing your experience with the game!

Thanks for the reply! I’m surprised by that, but the difference may be partially down to Firefox vs Chrome? Lua in the browser isn’t great at the best of times but in both Safari and Chrome I’ve had decent performance on my M1 Air.

I really should have done a system to combine nearby edges into one drop but I didn’t get to it during the jam.

A more fleshed out version of the game is in the works! If you had performance issues, can you give rough hardware specs + what was going on in the game at the time? (that is, was it like stage 50 with a zillion edges lying around, or did you have problems in the early game)

Hey! Actually, if you’re serious about this, please email me or DM me someplace that has DMs, so we can talk in private. I am open to the idea and would be willing to help out a bit, but there are some wrinkles to iron out.

Aw gosh, thank you leafo!

Yes, it’s very bizarre! Things like that were more common when this game was originally written, in my experience.

I would like to offer a screen on the first boot that shows the default controls bindings and offers a more modern default, as well as proper input binding support, but I haven’t had time, so this is just the directly updated original game, as much as it can be.

Apologies for the weirdness!

Thank you for playing! Sorry about the AppImage - I hadn’t done it with a Love2D game before and I guess I totally messed it up! I’ll try to do a fixed AppImage build soon. Thank you for letting me know!

Props for making music during the jam and doing everything yourself! That’s crazy. This is a really creative idea, I like the invisible rope platforming. I feel like you could expand this into a lot of complex twists on the idea later, too.

This is super polished and nice. The sound design is immaculate. The little charge up to start a new run is (chef’s kiss). I love the idea of flappy bird qomp or however people would categorize this - just super addictive.

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Holy crap this is insanely good. T-T I’m really mad I didn’t get to rate it during the jam! You’re NUTS for making a rhythm game during the jam, and it’s really good on top - mega impressive!

Thank you! ^_^

fun and cute! really like the vibes

Thank you for playing! ^.^

Sorry about the eye discomfort.

The light mode and other options should work now if you restart the game after quitting - it is a bug that it doesn’t work until a save file is made.

Thank you for the kind words! ^_^

Played the online version via the link posted in the below thread. A polished, straightforward word search game! Nicely done. Dragging around the words feels particularly good - a surprising amount of “gamefeel” to see in this type of game!

Thank you so much!!

I’m happy you enjoyed it! ^_^ The skill tree isn’t balanced very well but I wanted to include as much as I could manage in the time limit. I really like stacking goofy things together in Binding of Isaac and wanted to try adapting that mechanic for a more space shippy shooter game.

That is very kind of you to say! Thank you. I’m really glad people are having fun with the game! I think it needs a lot more work to be something “finished” but I appreciate you!!!

Thank you so much for the compliments! I was actually worried about the amount of content and worried things stayed too “samey” and repetitive, so I’m glad that people have enjoyed it.

I have a big file of ideas that didn’t make it into the jam version of this game and it would be a shame not to do something with those, so we’ll see what happens. ^_^

Thank you! A lot of the “content” in this game is just bad math, thankfully.

I would like to release the source code, especially as someone who enjoys reading other people’s to learn how this or that thing in a game works. However, for this game I’m not likely to release the source code immediately - I’m not done with it yet. ;)

At some point though, I would like to release it!

I may write some blog posts about specific aspects of the game in coming weeks, and those would have code examples in them, but we’ll see. I’ll letcha know if I do publish anything.

Thank you again. <3

Aw goodness, thank you very much!

Thank you for the nice words!

And thank you for the feedback too, it is very valuable! Post-jam there may be a toggle for the trail, or I may change how it works. Currently it is rather bright and can easily obscure the ship for some players. Sorry about that!

It’s also true that firing in a circle with upgraded weapons or running around in a circle - not sure which you meant - are both effective strategies in this game. It’s something I would like to change, to keep the game more interesting, especially at high stages.

The balance is quite poor on some things, but I ran out of time to try to fix them during the jam.

Thank you so much!

Thank you so much for the kind words! In fairness, my 10 days were a lot freer than many people’s this year as I didn’t have any big client work to do during the jam, and I don’t presently have a full time “normal” job. I’m glad we were able to make something you liked!

Thank you so much! Gamefeel is what I care the most about and have the best sense for, I think, so I’m glad it landed well for you. I struggle at things like balancing numbers or accounting for a wide variance in play styles (which anyone who reached any of the bosses will know. ’^^ lol).

I was happy with how the grid turned out, it almost feels like “lighting” without doing anything expensive - each vertex in the grid is on a simple spring, events in the game apply impulse forces to vertices on the grid, and then the grid edges get colored lighter based on how far they’ve been stretched.

My wife is indeed the best and I will pass your compliments along! Again, thanks. ^_^

Oh gosh, that’s a nice compliment! Thank you. I didn’t actually play Geometry Wars growing up, but looking at when it came out, it seems like we nailed the point in time we were going for. I was playing shmups like Mutant Storm, Space Tripper, Deimos Rising, and Battle-Girl back then, and those, especially Battle-Girl, inspired this game.

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This is super polished! A really fun idea executed superbly, great job! I love the attention paid with the little facial expressions, the way the character moves, etc. Very nice!!! Some head scratchers in here too… (at least for me, hah!)

The art style is really nice and cohesive, too. Tasty tiles.

This is delightful! I’m not entirely sure how some of the powerups work, but I had a great time regardless. Very cute, cohesive art style, very old school. I love the intense green on bubbles, and the bright colors in general. Also glad someone else made a shmup for the jam!

The graphics and little environmental animations and stuff are great! The game is tough haha. I like that it’s different sequences of the same keys to cast spells, like I’m waving my hand around to cast or something. Really cool concept!