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Auron the Time Thief

24
Posts
6
Topics
1
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35
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A member registered Jul 28, 2016

Recent community posts

Are you planning for Linux/WINE support?

When I first launched the game, I got the splash screen, and crashed right away when I move my cursor. Now I’m playing this on Windows and via Proton (which tried to renders Plasma Panel for some reason). For context I’m using Nobara Linux KDE X11, with Intel Xe Tiger Lake/Nvidia RTX 3070 (Optimus) GPU. I suspect this is from the engine quirks or dependencies stuffs.

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A very good soulslike game! Very forgiving in most situation and you lose nothing when killed. Though patterns of many enemies and the game are a bit repetitive, I think it’s decent since this exceeds the “small game” philosophy of Sokpop. Anyway, I found some bugs here, and if possible, please fix them. Thank you.

  • Focus seems broken for most enemies in the Swamp. (Looking at you leeches)
  • Rolling boosted me to the other side of the room while rolling uphill or downhill against walls. I did it several times with Terror Frog boss
  • While I’m equipped with Simple Bow to dispatch Terror Frog boss, I did damage them without focusing or even aiming. Just get them in front of the camera and done. I dispatched leeches first if you’re asking for context though.
  • every few deaths, I got black screen until I exit to title and continue the game again. Don’t know why either.

Hello. I played this game with Jungle Forest /Palm Forest tiles build and crashed with this error log. This seems to do with banana spawn manager, so please fix it. Thank you.


############################################################################################ ERROR in action number 1 of Step Event2 for object oBanana:

Variable Index [-1] out of range [5] at gml_Object_oBanana_Step_2 ############################################################################################ gml_Object_oBanana_Step_2 (line -1)

Deepdwn community » Requests · Created a new topic Graph View

As someone who take notes often, it's better to see connections of every note taken (whether ideas, solution, or otherwise) as an interconnected graph akin to Obsidian or Logseq.

Sorry to reply this late. I've managed to bundle logs and config files for you in this link:

https://drive.google.com/file/d/1CRtvdQHYFvE0C_WWlbt0mI1sGHwPL4cj/view?usp=shari...

The log before trying to change the font was like this:

Release mode: true

2022/02/14 15:44:02 MasterPlan initialized successfully.

2022/02/14 15:49:50 # ERROR START #

/home/solarlune/Documents/Projects/Go/MasterPlan/main.go:123 | Error: runtime error: invalid memory address or nil pointer dereference

/usr/lib/go/src/runtime/panic.go:1038

/usr/lib/go/src/runtime/panic.go:221

/usr/lib/go/src/runtime/signal_windows.go:254

/home/solarlune/go/pkg/mod/github.com/veandco/go-sdl2@v0.4.10/ttf/sdl_ttf.go:305

/home/solarlune/go/pkg/mod/github.com/veandco/go-sdl2@v0.4.10/ttf/sdl_ttf.go:305

/home/solarlune/Documents/Projects/Go/MasterPlan/common.go:377

/home/solarlune/Documents/Projects/Go/MasterPlan/main.go:635

/usr/lib/go/src/runtime/proc.go:255

/usr/lib/go/src/runtime/asm_amd64.s:1581

# ERROR END #

But after I set path to "C:\Windows\Fonts" (I didn't choose the font as I didn't remember its file name back then), it was like this:

Release mode: true

2022/02/14 15:41:11 MasterPlan initialized successfully.

2022/02/14 15:41:19 MasterPlan exited successfully.

Now I'm trying a workaround: editing config file directly to include a font filename.

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Hello. The program crashes when I canceled Custom Font Browse Screen while Having the Path in the message box, and then it crashes upon running the program afterwards (on the same computer). Maybe it's from not having a failsafe protocol thing about changing into nonexistent or incomplete font paths. I'm sure there are some workaround on this, but I still couldn't find it.

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What an awesome game! However, I think the game balance relies too much on vulnerable debuff as they allow for exponential growing damages to the point it is totally broken (I know all roguelike deckbuilders are all about being broken, but this is too far easy-to-play and broken so other builds aren't interesting). I think buffing other builds and nerfing vulnerable debuff will give them a shine they deserved.

Anyway, I hope to see an expanded version of the game in steam as this is too good to simply be a gamejam submission. Thank You!

Oh, that's fine. I already had workaround of this too so it's no big deal. Thanks for the explaination!

It's a little irritating for me to not be able to use checkboxes inside a table for my work tracking. If it's added in the new version, it will be useful for everyone, and I think it's not just the tracking purpose that will use this feature.

Can I play this with my friends via Parsec?

So do I have to port forward and connect with others directly (via IP Addresses), or just copy Room ID and paste it to share my own lobby?

Is the issue related to the calendar fixed?

I'm translating Thai, but there's a problem that I can't register myself. How can we do?

I bet many of us here bought or get many games here, and you have to actually search for games in library in Web version by yourself. I've done that many times, yet it still bugs me.


What if there's a searchbox that can search your entire library (including bundles) and show those with corresponding tags or names for you? Would that be feasible?

wat

Is that mean making a Print-and-Play tabletop game or a game module on tabletop sims (TTS, Tabletopia) is not allowed, considering you'd have to do extra steps in order to play it?

What if I share a link to the game module on a browser-based tabletop sim, which you can play directly after clicking, or embedding the link so it can play from my game page? 

What game engines and/or other things that can create a game (such as Dreams, Core, or creating a tabletop game) are allowed for this jam?

Story: You go down the well, and get to hell while shooting and slaying demons. That's it.

Gameplay: Imagine Downwell-style roguelike combined with fast and frantic shooter gameplay from old-school shooters like Doom and Quake.

Plus: Fast pace. Fairly easy to calculate damages. Resource management forces you to get a bit closer to the enemies and do many constant tactical juggling between melee and shooting.

Minus: There should have some kind of between-game difficulty settings or roguelite mode. The reward door at the bottom of the level is too tight on time, should extend by 5-10 seconds IMO. The shop NPC seems not interactable at a first glance, should add yellow glow to him to uniform the interactable color.

Interesting: Abilities. Aesthetics on old-school graphics. Very simple AI but still fun, should have flanking behavior.

Verdict: If you like retro shooter games like Doom or Quake, try this unique spin.

Hello. I bought the game from the BLM bundle and played it. I gotta say it's an absolute joy, with a little of Legend of Zelda nostalgia here and there despite its procedural nature. However, the game suffers low frame rate and even crashed when I was streaming the game with Discord. Perhaps this is from the game and Discord conflict.

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Golf but with spinning bars and trampolines....


That's good. Simple and elegant. Should port to mobiles.

Edit: spelling

Good little room art editor. Here's my idea.

PS.  Maybe there are resizable furniture in future!

Great! So cute and simple gameplay, but could you expand the game more? It's very short in my opinion, and it has no saving feature too.

Can you post the instruction of the game? I know it has much potential but I'm very frustrated when I have to use Items or craft them. And it crashed when I seperate some item (that has more than one) to the hotkey.