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Whoa, thank you so much! I also really like Pokemon and never noticed how their puzzle mechanics could make for good puzzles, not until I played your game to be honest. I think it's because they never actually advanced it, I mean, they always kept things at a surface level, most modern games these days are afraid to deeply explore their own mechanics because they want no hardship or frustration in them, which is understandable but is also a bit sad, at least in my opinion.

Also, the crackling on the audio of your game, do you know exactly what causes it? I'm asking because I've struggled a lot with it previously and I feel like it's either ignorance on my part about audio (I know very little about it) and Godot, given how I've only seen this problem in Godot games but I'm not sure. Now that I'm asking it I feel weird, like, if you knew how to fix it the game probably wouldn't have it, but eh, no harm in trying. I think my game might even have this crackling in some points in it, I'm not 100% sure and I absolutely despise it, I have a history with it, hahahaha, all I know is I have to keep the volume under 0db but that's not enough.

Yeah, it comes down to a CPU overload actually. When you run a block of code, it exceutes all at once, making your game wait until its finished. I actually do pause and play the audio during the transition between screens, but because it all exceuictes at once, it stops, and then starts imediatly, not allowing the game to actually do so. I also load so much memory between transitions that it differs from the normal runtime CPU load, making it sound glitchy.

This also stems from another HTML problem: threads. These make it so a block of code runs one frame at a time, but HTML, for whatever reason, is unable to run them. Wierd right? I was actually worried my game was unplayable because, on an older computer, it becomes so laggy that by puzzle 5 its unplayable.

Really appreciate the back-and-forth feedback btw.