probably the best find-the-meat-like game to come out in years. The genre has gotten pretty stale with all the clones and microtransactions, but this one really puts that raw meat right in front of you and the grind is actually enjoyable.
Bela
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I would like to do this for you and other mac users, but I'm super busy mainly with raising my 3 month old baby right now. Making a 64 bit build will be a major pain since I'll have to update the unity version and rebuild. Stuff usually breaks when updating that many versions. I appreciate your input and willingness to help me get it working, but right now I can't commit to resolving this.
This might have to do with apple's new certification process. The game works fine on earlier OS's, but I haven't tested on newer ones. If it is a certification issue, that means I'll have to go through a tedious, often cryptic process to get it certified. I'll look into it, though I'm pretty busy and can't make any guarantees it'll be fixed soon.
Thank you so much for this review! Steam's a hard place to make splash. This was our first game and our marketing was lacking. We had a publisher, but they were very hands off on launch. It's really nice to see a review like this because it reminds us that those who played experienced exactly what we intended even if the player base is small. Thanks again!
That's really interesting to know! I'm glad that you took the time to mess with the save data, that always yields interesting results. Something that crossed my mind: since your issue is based on colliders seemingly not responding to eachother, I wonder if turning down the graphics quality and screen resolution would help boost your frame rate and allow for better physics calculations. If your computers specs are not great, that might help. I'm sorry you didn't make it to the end, but I appreciate your foot work. Maybe one day I'll patch it when I have more time, but right now I'm deep in the next project. In any case your feedback has been really helpful, so thanks again and glad you played!
Hey there, very sorry to hear you are having issues with the ending. Its been two years since I've updated the game, so I don't remember exactly what is causing that bug but I certainly remember a few people experiencing it and thought we had patched it. You are probably right that it has to do with save data, but deleting your downloaded folder won't actually delete that information because the saved info lives in another location. On windows you can use the Registry Editor to locate it: \HKEY_CURRENT_USER\Software\bubbles\Little Bug. Deleting that folder will get rid of the save data, which means all data will be lost but the bug will probably be solved. Also this folder contains saved information and may need to be deleted: C:\Users\user\AppData\LocalLow\bubbles\Little Bug
I know its not ideal to delete all saved data, but its the only solution I can think of at the moment.
As for the ending, I thought I'd share why it is how it is: Hard agree that it needs a checkpoint after the first 25 seconds. The simple reason is that Little Bug was my first game and I didn't have the skill/time to make the animation of the momster start at wherever it was when you hit that checkpoint. The simple solution was to make it start from the beginning of that animation everytime. It was one of the last decisions I made before publishing the game and if were to ever patch it I would add a pause feature and a checkpoint to that last part. Let me know how it goes and thanks for your feedback!
here's the error for the surface shader:
Shader error in 'Clayxel/ClayxelSurfaceShader': Input signature parameter SV_VertexID (1-based Entry 6) type must be a scalar uint. at line 120 (on gles)
Compiling Vertex program with UNITY_PASS_SHADOWCASTER SHADOWS_DEPTH SPLATTEXTURE_ON
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER SHADER_API_MOBILE UNITY_HARDWARE_TIER1 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING
Hello, I'm building for android and I get build failed with this error:
Shader error in 'Clayxel/ClayxelPickingShader': Input signature parameter SV_VertexID (1-based Entry 0) type must be a scalar uint. at line 37 (on gles)
Compiling Vertex program
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER2 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING
I get it 8 times from one build attempt:
Hey, I love this tool a lot! When I attempt to modify position or rotation (haven't tried scale) of a container via animation or script during runtime, I can no longer modify position or rotation on the individual shapes it contains. I could be missing something, but this would be really useful for a moving character with local body animations. I'd be happy to try and modify the code if you point me in the right direction :)