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Steven Multiverse

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A member registered Aug 28, 2016 · View creator page →

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Other than that stuff, great game, 10/10, reminds me of Starblast. :)

Level bar is right in the middle of the screen, and interferes with clicking on resources, is that normal?

Seems nice, but glitches out when I step on the gas. Is that supposed to happen?

Is "Soldiers" the only card that exists that provides soldiers? Because I need like +5 or +8 soldiers to push back these enemies, and "Soldiers" only provides +2. Do you think Japan wasn't formidable? Do you think the US just had bombs sitting all over the place and didn't have to practically break the known laws of physics in order to subdue Japan? Hey, what if these cards had OPTIONS, like maybe you need +8 soldiers, or maybe 2/2 airstrips is enough.

The Show/Hide button appears on top of the web link and overlaps and sneaks behind it and maybe you click on the web link or maybe there's some other bug but a popup browser window tries to load some kind of page half the time and that's frustrating too.

Just tried to trade in one of my ship cards, and it wasted one of my choices with YET ANOTHER Matsu Destroyer ship card! No, I don't want to trade the card for the same card! Why is that an OPTION!?!?!

Love when you've got like 12 fleets of ships, and 3 or 4 cards that want to give you more ships! Can't I just get OPTIONS rather than the same card over and over and over and over and over and over? NOT FUN.
Here's a thought. Give me the cards I NEED every now and then. Or stop giving me the SAME card. Balance the game! Limit the play field to only 1 of every card, unless it's a resource you need or a card you can actually use!

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It's great always having 4 cards you can't use, and watching the inevitable green march from the left side of the screen, or orange march from the right, because nothing you ever get can counter the oncoming onslaught, and you never have enough satellites or planes (occasionally you've got 20+ troops but it never matters), and the little speed bumps are always inactive so you can never play anything important (or even make progress on that side of the board). My favorite part is when you get a +Thumb card and the square leading to the rest of the thumbs doesn't increment so you can never use any of them after the first time you're out, and you just have to die regardless. Fun games are the ones where you are forced to lose and have no way to fight back! (An excerpt from the instruction manual this guy used to make this game, probably...) At least the Weimar version of this was halfway winnable. Going to try the Japan one now, but I'm not getting my hopes up.

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This game would benefit from a tiny bit of 'Coyote Time'. I can't get past the first sideways spike because it feels almost impossible to jump from the first platform to the next one! Is it supposed to be impossible? Because that's how it feels. I've died over 20 times so far and it stopped being fun and believable. :( Or maybe a checkpoint on each new floor would make it easier?

It would be nice to be able to advance the dialog faster as well.

Okay, Pillbug, I feel like you owe a lot of us an explanation. See, I'm the guy who made the 100% achievement guide on Steam, and people are asking ME how to 'get to Cycle 28' and I thought I knew. If you have to change your STEAM name to do it, how do you do it on the version you get here on ITCH? Do you change your ITCH NAME? Does that even make SENSE? What am I supposed to tell people? It's YOUR game, you tell me. I already got the achievements a million years ago and I don't remember. I'm not going to reverse engineer the game and dive through the assembly code trying to figure it out. I've already spent WAY too much time trying to figure out what ways to change your Steam name. Enquiring minds want to know! If nothing else, please go to the Steam forums and help me answer that guy's question.

Thank you for programming! Finished the last level with energy to spare. :D

Couldn't find any coins in world 'Move'. Would be nice if the game kept track of which levels you beat and told you on the main menu. And how many coins you found, and how many coins are in each level...

Good game! (Though some of the jumps are frustrating!)

The angle of the ball seems to be affected by the tilt of the paddle, which happens automatically. It's not just 'some cute paddle animation'... That means you can pick the angle of the ball when you serve by waiting for the right time... But the rest of the game is up to chance?

I think I figured out that the light areas (which shrink when you lose) give you a speed advantage when you've hit the ball, and the dark areas give the advantage to the Racket of Doom... But if you can't make the ball go to that side of the court besides when you serve it, then it seems to be mostly up to the RNG...

Played tennis and I swear it was a tie game up until the very end. Losing is so frustrating! Are there any tips on how to angle the ball (of yarn?) or how to make it speed up, or is it all entirely random?
The space game is very difficult with just a trackpad. I'll need to dig up that mouse...
Might be nice to have a fish radar for those last few fish on the platformer. I hear cats can smell fish from far away! :)

I made it to level 3, and wanted to try out the new tool. I clicked 'reset' and the music stopped and interface became unresponsive. I hacked my OWN computer? Is this what Reset is supposed to do?

Shhh, don't tell! They might fix it!
(Or at LEAST add 'no way to block flying projectiles')

Had the same thing happen. Don't kill that last tiny robot I guess!

Oh, hi, sorry, Ayelis#0206

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I've followed you on itch, but Discord can't find you. *shrug emoji*

Sorry for the late reply, I don't log in much... I didn't face any legal issues personally. I think if you're not doing it for profit, you should be fine. Keep me posted, I'd like to see how it goes!

Once the game starts, don't just type 'leave'. Look for keywords in the things people say. Specifically, there are four consequences for which you need to prepare, for the demo. You can tell when you see a message in orange text. Try asking about the 'objective'. Maybe you'll see some keywords in what the team says...

If I hadn't have lost my wallet on the shuttle from the airport, I'd have uploaded Halflife Puzzlescript in time. :/
Combined with the Puzzlescript Engine failing to save portions of the source code multiple times, lack of wifi, jet lag, etc, I'd say this project was star-crossed.

Maybe I'll try to rebuild it during some other game jam where I don't have to take a flight somewhere.

Only if you start making your game today and it didn't exist before. :P

Something that just occurred to me; when pushing a cannon to an embrasure, you can push it in from the side, and it will automatically point itself toward the correct embrasure and lock into place. You don't need to push every cannon straight toward the embrasure to get it to arm itself.

This might be fairly obvious, but it might catch someone up if they think that's what they need to do all the time.

Anyhow, thanks again for playing! :)

Hope you're all hanging in there! Luckily work gave me a four day weekend so I've got a few days to work the kinks out of the system I'm building.

Anyone care to talk about what you're making? I'm excited to hear about the possibilities!

Hi! Thanks for the reply. There should be a way to beat each level without pulling cannons, but I figured, why not. It's more realistic this way. :)

I've gone and done it again. I've created a Discord Server. Feel free to join if you like. If you have any questions or need any help, perhaps this will be an easier way to network. I can't guarantee someone will always be here or be attentive, but we'll get around to it within a day or two, promise!

The symbol representing the four Diamonds together (and thus Homeworld) is found on the 'V' key. To get each Diamond individually, use lowercase 'v', less than (<), greater than (>), and carat (^). I believe capital 'O' is the glyph for 'sun' or 'star', and lowercase 'o' represents 'planet' or 'moon'. That's all I got. Let me know if you have any theories!

Ooh, tricky! Well, I had a bit of fun anyhow; I got to about 290...

I've tried building something like this in the past. It's really tough! Good work!

The (optional) theme for the game jam is "Getting the Band Back Together". Interpret that however you like.

Good luck!

A neat concept and nice graphics! It would be fun to see some additions to the game.

I like the graphics and the style. I feel the hit boxes and draw-order could use some work... Also, the game becomes unplayable after a few minutes of play (it keeps the high difficulty while resetting the distance!), but restarting the app fixes that. Overall, a pretty good concept. If you decide add to the game, power-ups or extra hearts would be nice!

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There's a way to solve it without exiting the castle. Just push the top cannon down. (Perhaps I shouldn't have made that exit so easy to find... Then again, there is an easter egg outside one or two of the castles...) It's really my first puzzle game, and it was sort of a tradeoff between puzzle difficulty and the time I had left to finish the game! Of course, it's a bit harder without Undo, Reset, or the secret Cannon Pull maneuver, but it's possible!

The last level is actually based on Bodiam Castle, built by Sir Edward Dalyngrigge. I hear he was well paid by Richard II to fortify it against French invasion. So I tried to put that story into my game. ;)

Thanks for your comments!

I enjoyed the game. Some of the puzzles were difficult to figure out, while others had multiple solutions providing a diverse level of challenge.

I'm tired of winning! ;)

I'd agree, but Puzzlescript doesn't give you a whole lot to work with as far as fonts go, unfortunately. It can be recompiled, sure, but that takes some work!

I really like the concept. It gets a bit difficult around the second platform, since the birds are so small and the spell length is so short. Perhaps it would have been neat if the birds froze into stone blocks that were easier to push around (which could also make it easier to click on them)... Or if Ambrosius could pick up statues (and catch falling statues). Overall, a fun concept! Great work!

If you get stuck, you can press X to pull a cannon backwards. ;)

Good luck!

Better than I can do in PICO-8! :o

I was expecting more when all the rocks were cleared away, but this should be enough for now... *runs away with all my gems*