Submission to Winter MelonJam 2025 with the theme 'MASK'

Bitmasking is a method used in computing to flip or keep bits based on logic gate operations. Figure out the correct sequence of bits to enter to get the output that you want!

TO PLAY:
AD / LEFT, RIGHT: Move around and navigate input UI
E/ENTER: Submit your bitmask
W/UP/1: Enter '1'
S/DOWN/0: Enter '0'
F: Dash
W/UP: Jump/Double jump
ESC: Pause

There are two stages to clear each row: While the first timer is counting down, you must enter 0 or 1 to bitmask the pre-generated row of numbers along the top row. These get scrambled every round. If the timer runs out before you SUBMIT (E/Enter), you lose!

Once you have entered your byte, then there will be one of three things to happen:

  • If you have masked a number with its opposite (i.e. 0 beneath 1 or 1 beneath 0), then a BLOCK will fall.
  • If you have masked 1 with itself, a PART will fall.
  • If you have masked 0 with itself, NOTHING will fall.
After everything has been dispensed, the movement timer will begin, signaling the start of the second stage. If the timer runs out and you are standing on the platform and NOT on top of a crate, then you will fall and lose!
- BLOCKS are safe to stand on after they have fallen, but be careful that they do not hit you while they are falling.

- PARTS are worth points. Try to maximize how many parts you get without running out of time.

PARTSPOINT VALUEDROP CHANCE
gears / pipes160%
rebar / tires / nails / rope225%
washers / springs / screws / nuts315%

ROUND 3:
If you clear three rounds, then a new screen will appear in the lower left that tracks randomly generated assemblies---if you complete an assembly before it resets, then you get a point bonus.


Thank you for playing our prototype! Feel free to report bugs and suggestions, since there are certainly many and  we are planning to continue updating this game post-jam (which we will indicate as versions for clarity of which  one was released by the deadline).


ABOUT:
Made in 36 hours with @sunnydayAOE (first gamejam), who did all of the player sprites, the menu screens (i.e. the death screen art and the main menu background), the button UI, every sprite for the items being dispensed, and the lower screens for score and item count tracking. Coded by kiptunes (second gamejam).

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