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David Thompson

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A member registered Dec 12, 2015 · View creator page →

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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.

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.

Nice use of a public domain movie! I had to read the source code to know what to do, so since I was cheating I got the happy ending on the first try. I really liked that the reward for killing Nosferatu is a Lisp REPL.

Nice to see a game using Chickadee in the jam! Game compiled and ran easily using Guix! I didn't understand everything that was going on but I got my rabbit friend out of the treasure chest and made it to the end screen. Best friends forever <3

There's not much here but I did enjoy manipulating the bobber to fill up the meter to catch fish. It wasn't clear where a fishing area was but I just moved around randomly until the "X" text appeared.

Arrow keys scrolled the page for me, too.

Ah I didn't realize that the state of the radio button selection changes the gameplay.

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!

There's not currently any NAT traversal. Instead, an E2EE relay is used. In web browsers the only widely available means of establishing a more direct connection is to use WebRTC which handles the NAT traversal for you, but even in that case it might end up being relayed through a TURN server.

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!

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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 must admit I couldn't figure out how my actions were affecting the game.

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It was very amusing when I went to make a shot and a rhythm minigame started happening! I never did understand how to aim my shots, however, so I didn't get past the first hole!

Really cool use of literate programming, btw!

I have know idea how to play this but I am very intrigued!

Where can I find the org-mode source file?

This was a lot of fun! Good controls and just challenging enough to make me want to retry until I beat it!

Jam submissions are locked by itch during the rating period for fairness purposes. You can upload new builds afterwards.

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It is strictly multiplayer but there is no game server as it's peer-to-peer. You (or a friend) hosts a game and shares the invite with other people who can then join the game.

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Several entries used the Jank implementation of Clojure, which I hadn't seen much of in previous jams.

Common Lisp has seen a resurgence in number of entries after being on the decline over the past few jams.

Here's how the 23 entries we received break down by language:

LanguageNumber of entriesPercentage of all entries
Fennel626%
Common Lisp522%
Scheme522%
Clojure417%
Other313%

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:

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!  🦉

It is possible to re-define top-level symbols with the REPL currently. I haven't had the opportunity to try live coding a game but replacing top-level definitions is something I did a lot when developing geiser-hoot.

The template includes keyboard controls so the decision to remove them was entirely the choice of the developer.

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"?

Edited to include Postal Penguin (written in Chicken Scheme) which was a late submission.

Great use of tank controls. Love the PS1 vibe of it all.

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Congrats to everyone who submitted their game! Here's a quick breakdown of submissions by language:

  1. Fennel (6)
  2. Clojure, Guile (5)
  3. Chicken (3)
  4. Common Lisp, Kawa, Steel, Unknown (1)

Oh, and make sure to include source code!

Is there a repository where we can find the source code?

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Here's your magic link. It only works for your account so I feel okay with just posting it here:

<redacted>

I think if I remove your submission from the jam I can then send you a special submission link.

There is no Discord server but feel free to join the #lispgames channel on the Libera.Chat IRC network.

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!

This seems fine to me! Have fun!

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:

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):

https://rollenspiel.social/@alexshendi/115565869219718040

https://rollenspiel.social/@alexshendi/115513496629603264

Update your project as much or as little as you want!

Thanks for the clarification! The list has been updated.

Okay I have clearly upset the Lisp historians. Please accept this Schemer's humble apologies.