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(5 edits)

Hi! Been having a good time playing your game in idle moments :) It's interesting how sometimes it's tricky to see which "tower" should be occupying a given space, but as I complete more of the board it gets easier to solve the remaining "question spots".

I did run into a couple (ultimately minor) issues playing the game on hardware (GBA SP AGS-101 + Everdrive GBA X5; I have not tried on emulator):

  • With Everdrive's "Quick Boot" option enabled (which skips the system BIOS before launching a game), the game crashes immediately: "IRQ and main thread are attempting to access the same Lock!" (That mode could definitely be better about initializing more hardware state though...) (Edit: Several other games also fail to work with Quick Boot fwiw)
  • The sounds are so quiet as to basically be inaudible, even with the volume maxed out (which is a shame, because I do enjoy the clicky sounds)
  • After winning a board, if I reopen the "How to Play" screen and scroll through the pages, the game runs out of tile space in VRAM. (Edit: This crash also happens when winning a game if you've already won a couple games in a row without turning off the console. I suppose the victory image tiles are getting leaked 😅)

Other than that, I haven't encountered any problems! Overall an enjoyable experience. 

I wonder if some kind of difficulty setting might be possible in the future—i.e. adjusting the frequency of easy tiles that reach across the whole board, etc. The fact that they're auto-generated in the first place is very cool though!

First of all, thank you very much for your extensive testing and feedback. I'm glad you like my little game.

Regarding your issues:

- I have no idea what the effect of a quick boot is, but I guess the Rust agb framework is not working without fully booting.
- Sound are defenitly very quiet, I put it on todo list for post jam work.
- I had a out of vram crash only once and I tested a lot and wasn't able to reproduce it anymore. It is definitly not easy to leak memory using Rust, as the lanquage is designed that way, but not impossible, so I suspect the agb framework has eventually a problem freeing tiles correctly. But I might be wrong. It is my first gba game and the first time I used the agb framework. I will investigate it post jam.

As I did only test in mgba emulator, was the text in the "How to play" menu hard to read or to small?

Your idea to create different difficulties by making towers not cross the whole board is great, I will think about it and put in on todo list.

Have a nice day and thanks again for your nice comment.