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Thanks for playing! My guess regarding Thicketon has to do with a screen space problem, that seems to happen more often on Mac builds (where the exit is offscreen and can't be clicked). I'm chatting with some Mac developers to see if I can sort out this and the executable bit, as well as see if I can get a build that functions on Linux. Thanks so much for your patience! Exporting to Mac has been a learning process for this jam game =[

i didn't mention it, but the ui seems a somewhat busted on the mac build, compared with screenshots. The elements in the bottom right indicating when you have a reroll etc are glitched, maybe also due to layout issue 

gonna play your perilous games on a windows box this eve tho :D

Oh how exciting! Well I'd love to hear what you think, any feedback could make it into an upcoming game.

I tried the two Win builds on the same mac laptop using crossover-wine, and have more details:

- The regular windows build under wine behaves identically to the mac build (glitched reroll indicator, Thicketon exit hotspot is offscreen). This would make me think it's an issue with my particular display resolution, except I tried with various output resolutions and it's the same (both builds).

- The 1600x900 win build runs in a window under wine. If I set my display resolution to 1680x1050, I can fit the whole window and play without any issues.

Found what might be a fix, would love to know if 3.1 works on your monitors if you have the chance to test it.

I'm able to leave Thicketon in the Mac build of 3.1. The reroll indicator seems to still be layed out relative to the window dimensions rather than the viewport (screenshot , ^1) but that doesn't affect playability.

PS, I see that you uploaded a new build of Perilous Night too. I didn't mention it before, but Night also seemed to be affected by a similar issue, and it seems to be fixed by your latest build. Thanks!

^1:  The out-of-viewport fill pattern is the same in all PowerQuest games, and I've decided to assume it's a feature :D @PowerHoof

oh lordy D: well I'm glad I got a little closer, thanks for all this testing!


Regarding being out of canvas in future games, letterboxing got put into the recent big release that should solve a lot of these problems with games going forward!