I really liked this! I used to play MtG a lot back in the day so it was fun to do some card battling style puzzles. I liked how each puzzle added just one new mechanic at a time. I was able to complete every puzzle with the hardest only taking a few tries. The puzzles all felt solvable and not frustrating. I only wish there were more puzzles that were more challenging that built off of the mechanics introduced in the 10 that are included in this build. Also, some artwork for the cards would have been cool.

David Thompson
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I really liked the cyberpunk vibe of this game! I don't know if it was the isometric perspective but I had a hard time getting a feel for aiming my attacks. I played many rounds but wasn't sure how close I was to completing the story. I don't know if I was just using it wrong but the ability to heal when trapping 3+ enemies didn't seem to work and I didn't know how to heal otherwise. The character art was really cool! Wish there were more than 2 types of enemies.
I'm glad you enjoyed the game! I knew going into it that it would receive less ratings due to it being multiplayer but since Spritely is all about building social things it's what we needed to do. :)
Christine made the animations in Blender and exported them with a custom Python script.
I also used the OS audio mixer to get the levels right and agree that a volume setting would be a good improvement.
Allowing the host to fast-forward the timers is probably the number one quality-of-life feature that we could add.
I lament not having enough time to implement better handling of disconnects before the deadline!
Thanks again for playing!
I liked the atmosphere and graphics a lot! Milking a goat named Harold was pretty funny. I didn't fully understand what I was supposed to be doing but I enjoyed gathering herbs, garlic, etc. Some of the people can be a little spicy if you give them something you don't like, eh?
I found it was easy to boundary break and walk on trees and water. Also, chickens love berries irl so I wish Cluckers wouldn't be confused when I tried to give her a blueberry!
I really enjoyed this one! Good use of tutorial-less game design where you introduce one move in each level. I felt compelled to keep retrying until I beat the game. The "arrow" move when the enemy moves really fast across the screen felt a little unfair and the player hitbox felt a little on the large side. (Oh and I wish I could pet the dog.)
I think it would be fairly easy to port over. It was quite the last minute hack for Cirkoban and would certainly need tweaking for another game but here's the relevant commit: https://codeberg.org/spritely/cirkoban/commit/aa0c826b3c7b0a0cd44940c6952f0a2db5...
I took one of Kenney's CC0 on-screen control SVGs and embedded it directly into the HTML and used ids within (I think I added them manually or at least changed the existing ones to be human-meaningful) to listen for click events on the various buttons.
If you are interested in making a web browser game with Scheme then Hoot is a great option for you! Hoot is a Scheme to WebAssembly compiler that supports R7RS-small, a subset of Guile such as delimited continuations (useful for scripting games via coroutines), and some of R6RS. The Hoot game jam template repository on Codeberg has everything you need to get started.
The template repository includes:
- Bindings to the necessary web APIs to make an interactive game with HTML5 canvas
- A Makefile for compiling, running a development web server, and generating a .zip bundle for uploading to itch.io
- A very simple Breakout-like example game that demonstrates how to put all the pieces together
Some games made with Hoot for past jams:
- https://davexunit.itch.io/cirkoban
- https://davexunit.itch.io/strigoform
- https://podatus.itch.io/shields-tyvm
I'll do my best to help anyone that uses Hoot for the jam, whether here in this forum, on the official Spritely forum, or on the #spritely channel on the Libera.Chat IRC network. Have fun! 🦉
Yes, it is possible to load multiple wasm modules but there are some caveats that make it an advanced topic. I have done this before, though. One issue is that record type descriptors are not canonicalized between wasm modules, so if you had record type <foo> in modules A and B they would be completely different types.
Whole program compilation is just kind of a slow thing in general. We are trying to make compilation less frequent during development by improving the tools for live hacking. We're not there yet, of course, but it's getting better.
I don't understand what you mean by "it can't reload functions"?
Yesterday, we released Hoot 0.9.0 and updated the template repo accordingly. Also, a new contributor added basic gamepad support so there's now a starting point for more than just keyboard input.
One day until the jam! Have fun everyone!
If you are interested in making a web browser game with Scheme then Hoot is a great option for you! Hoot is a Scheme to WebAssembly compiler that supportsR7RS-small and a subset of Guile such as delimited continuations (useful for scripting games via coroutines). The Hoot game jam template repository on Codeberg has everything you need to get started.
The template repository includes:
- Bindings to the necessary web APIs to make an interactive game with HTML5 canvas
- A Makefile for compiling, running a development web server, and generating a .zip bundle for uploading to itch.io
- A very simple Breakout-like example game that demonstrates how to put all the pieces together
Some games made with Hoot for past jams:
- https://davexunit.itch.io/cirkoban
- https://davexunit.itch.io/strigoform
- https://podatus.itch.io/shields-tyvm
I'll do my best to help anyone that uses Hoot for the jam, whether here in this forum, on the official Spritely forum, or on the #spritely channel on the Libera.Chat IRC network. Have fun! 🦉
Asking on behalf of Alexander Shendi who is trying to form a Lisp gathering at the 39th Chaos Computer Club and was wondering if anyone wanted to talk about their experience making games with Lisp.
Details on Mastodon (I don't attend this conference so I don't really understand it all):








