Oh wow! Do you happen to have the LDtk project for this lying around? It would be helpful to study for those of us not yet as familiar with how to set up their auto layer rules. <3
transmutrix
Creator of
Recent community posts
Of the many projects I’ve done over the past ~15 years, I have released very few. PQ-93 is one of them. Of all the things I have released, PQ-93 has received the most attention, partly due to its inclusion in the Bundle for Racial Justice and Equality in 2020.
Since the period in my life when I created this, I’ve spent ~7 years programming professionally, and making more little things on the side. I didn’t update PQ-93 because there are already so many great fantasy consoles out there! I felt like my thing is redundant and less good than many of those alternatives.
However: this game has more downloads (many more downloads) than anything else I’ve made. I don’t know, and can’t know, how many people actually use the program because I didn’t put any telemetry in it.
If there are people out there actually using it, or trying to use it and bouncing off due to bugs and poor UX, I feel at some level that I owe those people my best effort to fix it up. My programming and design chops have improved a lot since 2018, and I think I could do a better job for you guys.
So! If you have any feedback, bug reports, or feature requests for PQ-93, please comment them here or shoot me an email! I am eager to read them!
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’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!
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.
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 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
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.
















