puzzle

[PRETENTIOUS JAPANESE SUBTITLE]

CarrySeal.png

Once upon a time the mighty demon WASABI was sealed in a jar to keep him from destroying the world. As a Shinto priest, it is your duty to go on a yearly pilgrimage to enact a ritual that WASABI sealed. But the journey isn't easy...

Music by TM23

Author: 
Edrobot the Magnificent
Made For: 
An event

The Mountain

protoscreen.png

The Mountain is a (prototype of a) puzzle/economic strategy game (stripped down to the prototype state), where the player controls a voxel-based mountain in order to manage a settlement at its foot.

Short tutorial: Aether is your action points. You can use it to select bricks in the Mountain and place new ones on top of it. When you run out of aether, you lose. In order to have aether income, you have to maintain Fear/Love balance as close to 0 as you can. To do that, drop bricks of different colors and see how they shift balance (hint: red ones are going to become explosives later on).

The game is turn-based. This has an obvious reason later on, but right now you just have to know that you can select 4 bricks in the front layer per turn.

(look for the Mac version in attachments)

Author: 
Sergey Mohov
Made For: 
An event

Real Estate Reaper

screen.png

A small puzzle game, since I followed the two hour limit I really only got the tutorial in there but it should be an interesting minute or so. I may eventually come back and add more levels to this if I get around to it.

Author: 
poe
Made For: 
An event

ninja

ninja screen.png

A simple little game where a ninja pushes blocks around.

Made For: 
An event

Milky Ambition

screen.png

You are a cat and are want a saucer of milk. Move around the kitchen and solve the puzzle to get some milk.

Author: 
MilkyJoeGames
Made For: 
An event

Game Title: Lost Levels

screen0.png

This is a sort of sequel to Game Title, inspired a bug that came up.
It is very difficult to complete it.
It is possible to complete it.
It is possible to get stuck.
If you're not absolutely certain that you're stuck, you're probably not stuck.
Sorry.

edit (04/03): mac version http://www.mediafire.com/?2qk87rrli3b96s0 (thanks mcc)

Author: 
Michael Brough
Made For: 
An event

Mega Maze

thumb5.png

Get ready to navigate the Mega Maze! It's the best maze of all. What kind of secrets await you at the end...?

Made For: 
An event

fafafafafa Math Challenge

thumb.png

Are you ready for the ultimate challenge? Can you solve math? What would you do for love?

Made For: 
An event
Pedro Paiva's picture

I Hate Cars

screenshot odeio carros.png

I Hate Cars is a puzzle inspired by Tricky Kick, with the same mechanics but with the additive "worm-holes" like the ones in Pac-Man. It's a short game, with five levels, and a rewarding ending.

The audiovisual and design was made by me, and the friend Bruno Ferreira programmed the game (much better than I would make, certainly).

Controls: Z to shoot, R to reset, arrow keys to move, Z or Enter to skip title.

________________________

Odeio Carros é um puzzle inspirado em Tricky Kick, com a mesma mecânica mas com o acréscimo dos "buracos de minhoca" estilo Pac-Man. É um jogo curto, com cinco fases, e um final recompensador.

O jogo é de minha autoria, mas foi o amigo Bruno Ferreira que programou (muito melhor do que eu faria, diga-se de passagem).

Controles: Z para chutar, R para reiniciar partida, teclas direcionais para mover o personagem, Z ou Enter para pular o título.

Made For: 
An event

Tombed Deluxe

TombedDeluxe.png

Coding, art and audio by Auntie Pixelante.
Extra stuff by me.

This is a quick mod in which I merged Anna's good game Tombed and my hack Tombed II into the same game, and also providing a means of making your own levels for it. There's no editor yet, but you can use Notepad for now.

The way I did this was by exporting the level data into a very basic text file format.

The first line is "1" if you want left-right wraparound, or "0" if you don't.
The second line is "1" if you want bottom spikes ("skewers"), or "0" if you don't.
The third line is the line number where, when the top half of Jane enters, Jane does a victory dance.
The fourth line is the line number where the skewers, if any, start to break up.
Then there's at most 598 lines of text that are, at most, 8 characters long. Missing lines are assumed to be blank.
Each line corresponds to a row of blocks in the tomb. Each character equals one block.

# - metal block
B - blue block
G - green block
C - cyan block
O - wild block
! - upper-left corner of checkpoint where Jane respawns. Jane is 2 blocks by 2 blocks tall. Checkpoints trigger as soon as Jane reaches their Y position.
$ - non-solid gold (as in Tombed). Doesn't obey gravity.
* - solid gold that Jane can stand on. It obeys gravity and can sit on skewers, but is destroyed by spikes.
. - solid gold only appears here if Jane respawns near here. Use this to make gold persist from checkpoint to checkpoint.
@ - the upper-left corner of the 'debug point'. Jane will start a new game here without the opening cutscene, and with the spikes and skewers lowered appropriately. She will also respawn here regardless of any checkpoints.
Anything else - emptiness.

At the 'victory' line, Jane will do a victory dance until she is made to start falling again (which can be instantly).

At the 'breakup' line, the skewers will start to stick to blocks that happen to be underneath them, causing the floor to open so that Jane can exit.

Jane wins by falling below the 598th line.

As for the game - pick the left side to play Tombed, right to play Tombed II, and middle to get an Open File dialog to play any text file. (Note: no file error checking in this version yet.)

Made For: 
An event
Syndicate content
pensive-mosquitoes