Jagriff
jagriff.bsky.social
Jagriff
@jagriff.bsky.social
Solo dev of open-world penguin puzzler Gentoo Rescue (steampowered.com/app/2830480/)

Other interests: 1v1 AFPS, RTS, platform fighters, cs+math (PhD), ergo keyboards, PC hardware, baseball, piano, Esperanto, and cats

https://www.twitch.tv/jagriff
Oh definitely! Although in this case I'd say the $100 upfront cost is an even bigger barrier than the 30% cut. I wish Itch would become more popular to threaten Steam's stranglehold.
November 28, 2025 at 10:05 PM
What a strange discount amount.... It won't be long before Blue Prince will be 46% off.
November 28, 2025 at 8:56 PM
I agree in spirit and of course I wish they'd take less, but the features they support aren't nothing. Steam Workshop and Steam Achievements give the player more value without too much work on my end. And they've been so much easier to work with than the shitshow that is Epic Games.
November 28, 2025 at 8:54 PM
I could probably learn from Isles of Sea and Sky, since that game kind of has the same "problem". Another reference is Void Stranger, whose trailer without story frames is basically just "okay we move on a 2d grid".
November 28, 2025 at 8:30 PM
This issue is with my game since the on-the-surface core mechanic is very common/boring, and the reveals that change this are big spoilers, and really not all that interesting-looking without the buildup.
November 28, 2025 at 8:30 PM
I made a puzzle game, so for me it felt like trying to show why the fundamental theorem of calculus is cool to people that don't know any calculus. The only thing I could explain was the very basics, but that poorly misrepresents the game because everything builds on itself.
November 28, 2025 at 8:01 PM
The part I always struggled with is that my twists/discoveries are very context sensitive. So players watching the trailer wouldn't understand why what they're seeing is interesting. So showing the thing risks spoilers without any payoff.
November 28, 2025 at 7:44 PM
I only tried it recently due to the web upload unusually bad, and wow it is just so much easier in the normal case.
November 27, 2025 at 11:18 PM
For big enough puzzles, the solver is not feasible. Check out this post (and following replies) with move counts in the trillions!

bsky.app/profile/jagr...
Maybe the puzzle editor was a mistake?

Here's a Gentoo Rescue puzzle by player Adthor that takes 776,363,187,600 moves to win. Their full explanation is in the alt text.
November 27, 2025 at 6:58 AM
Contributions by Adthor, Big Brian, JoWovrin, TNT Dragon, xplodous
November 26, 2025 at 11:16 PM
New version is up to 4,438,190,156,396 moves. Explanation of added detail in alt text.
November 25, 2025 at 5:26 PM
I guess I posted this too soon. They found more space to replace the 23 and 29 cycles with 31 and 41, which brings the required moves over 1 trillion at 1,479,396,718,800 moves.
November 25, 2025 at 6:31 AM