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I am curious how the coin messed up because I've played the Krimb levels and they seemed fine.

Are you sure you didn't reach the limit of lives? I think I should've clarified that in a text, even if tutorials already feel bloated to some people.

In this update, I thought of increasing the count of lifes and coins.

The switch between water/ladder states is weird.

I do need to remember which levels does that situation where you go from swimming to climbing happen, so maybe I could figure out something (So far, I recall the first tutorial level and Krimb level 2).

In Atlantis, I added a moving platform that sort of makes it easier to leave water.

The van part at least I fixed it some time ago because of a stream.

Booker is more of a father figure to Stella, I once thought of a part in the game where characters discuss family stuff and even mention why Stella loves Booker that much.

Treasure chamber, you mean the slot machine at the very start of Massag-Coav?

Speaking of health: I got an appointment later this month, so there's that. But still, thanks.

I might have reached max lives, kept picking things up and did not die. Coins is just fun to collect, even if you never get to use them, just raise the bar a ridiculous amount. 

Might have missed that particular conversation about Booker and Stella, which reminds me, some of the map conversations that continue should maybe be possible to be forwarded by pressing interact,  you have to wait for them now if I have understood things correctly. 

Yes, treasure chamber was the slot machine room. 

Forgot to mention that the photobooth was really cute btw. 

Hope your appointment goes well! 

Conversations between NPC's are an animation that restarts whenever the player chooses to listen to it.

(And the lines/names/sprites are customizable in specific instances of the scene).

Since cutscenes have speed buttons, "skipping" lines in convo NPC stuff would be similar.

I also made them slow because sometimes, some convos have lots of text, so there could also be an issue where the player doesn't read some text in time.