Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This is the contents of the Mac folder and the nested "Suckerpunch" folder.


I get this error when I double-click the "Suckerpunch" app.

So the Mac version doesn't work at all. 😥

The auto-advancing text can be found in the intro dialog and when you're looking at the posters. I was able to read everything in most cases, but there was one poster that advanced too quickly for me to read the whole thing (the one with the lady in the black dress, I don't remember the name because I'm a poor excuse for a metalhead). RPG's usually show a moving triangle somewhere on the dialog box to indicate interactivity. Maybe you could try implementing something like that in your dialog boxes? Another cleaver idea I saw another dev in this jam use (the June Mejos game) is adding a "press <button>" cue to the dialog box.

I've been playing Mass Effect, and after reading your postmortem I saw the connection. I would have loved to play your version of the guns 'n' magic RPG in space. Maybe you could do that in a future jam, or maybe as a full game?

You can try some of the solutions here if you still need them. It looks like the first issue, which I thought I had fixed but apparently not. Apple has made some changes in recent years which have broken things and it's difficult to keep up sometimes. I'm in a really awkward position in regards to Mac support; I know some of potential audience is on Mac but it's really hard to support a platform without being able to test on it.

The posters are one of the awkward parts I alluded to. Those are super hacked together using a system designed for subtitles and just waiting for the usual interact key. In retrospect it was probably too much to just throw up on screen like that without some sort of better system. The reason I didn't use full dialogs for those is because I felt it would break flow too much, but it would have been much easier to read. Early on I had ambitions of having voice acting, which would have helped a lot, but that was never all that realistic a proposition.

Unfortunately I don't think The Last Magical Girl is ever going to happen. It's definitely not going to be a jam game; the scope is just way too big for that and that's why I abandoned it this time. If I have a brilliant idea on how to do something simpler along the same lines it might happen. But as it stands the huge scope of it is honestly really daunting and I'd much rather do something smaller.