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Cacareco Games

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A member registered Apr 08, 2019 · View creator page →

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Unfortunately, we're only mimicking the Game Boy aesthetic, but the game is actually developed with the Unity game engine. I'm not sure if the Analogue Pocket has standard x64/ARM support, but if it does, it would most likely run as our game is pretty light on resources.


However, if it only runs Game Boy ROMs, then it won't happen. We don't have the technical expertise to do that.

We just wrapped up the beta and we're now polishing the gameplay. We are actually introducing some new things even though we should be wrapping up the game hahaha

Our aim at the moment is Q3, more precisely July/August. Thanks a lot for following our work :) 

Sure! After the beta we'll take a closer look at the input, and I'll take the remaps into consideration. Thanks for letting us know!

Hi! Sorry for the delayed response.

Currently we only have our demo available. It can be downloaded for free but we accept any contributions to strengthen the further development of the game :)

Not sure why you can't see the download section, though. For me, it looks like this:


Wow, thanks a lot for recording a play-through! 

Hahahaha, did you figure out what they say?

Thanks a lot for playing our demo :)

Hello! Thanks a lot for playing our demo. 

We're aiming to release this early next year but since we develop this in our free time, we might have to review this schedule. However, we're getting quite close to having all the features implemented! 

We ran a closed alpha earlier this year and I hope we can run a closed beta soon. We'll keep you posted with another blog post :)

Thank you very much for playing our game! You were one of the few to find that secret treasure in which you have to break a brick in the wall while standing on a retractable platform :D

Sorry that the contents of the demo weren't clear, we will update our page to reflect that and also give a hint at what collectables you can find in it xD

We just watched your stream and we were wondering if you were able to play the game with a controller at some point. The intended behavior is that all connected devices should work and I noticed that the UI was using the Xbox controller buttons to explain the game's input. I guess the controller was recognized but the inputs were blocked for some reason. If that is not too much trouble, could you please describe your setup so we can try to reproduce the problem on our side?

Thanks! Yeah, it was accidental, we were preparing new screenshots due to our main character redesign. 
Thanks for the heads up!

Hello again!

We were able to debug the issue and apparently it was a bug related with the way we were building the game in Unity. The problem was posted to Unity's issue tracker and it will probably be fixed before we launch the final version of the game.

For now, we built the game using Mono and everything seems to be working! The game was being tested inside the Unity Editor before and this is why the gamepads seemed to be working. This time, the final build was fully tested and hopefully it will work for you too :)

It was tested in Mojave but I used an X360 wired controller, maybe there is something specific related to the XONE controller then. Are you by any chance using this driver?

Thank you very much for helping us with testing!

Hi Leo! We finally managed to implement our game inputs using the new Input System being developed by Unity. This system is still in beta stage so things might be buggy but, as far as we could test, controllers seem to be working just fine in all platforms (we tested with the wired 360 xbox controller and the wireless DualShock 4).

Please let us know if your gamepad is now working :)

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Hey, thanks Camh! :)

Some of the screenshots are from later parts of the game, not featured in the demo. In the final version you will be able to find tools that allow swimming, breaking the super blocks and other actions.

Although you can't do all these things yet, you get a special message if you find all available items in the demo, so you'll know when you have found 100% of them. Some of them are pretty hard to find, though!

Oi, muito obrigado pelo comentário! :)

Vamos trabalhar no bug de abrir o mapa ao morrer e pretendemos publicar uma versão corrigida da demo em breve.

Sobre a tradução para português, como brasileiros, certamente queremos isso no jogo. Estamos trabalhando para traduzir os textos da demo e pretendemos publicar essa versão traduzida mais pro final do mês.

Abraço!

Hi, thank you very much for the feedback! I am sorry your controller didn't work :(

Maybe it was a little bit misleading to say that we supported the X360 controller. Actually, our game supports it just in the Windows platform.

For some weird reason, button mappings change according to the controller (even though PS4, X360 and XONE controllers have similar designs, 'Joycon Button 0' maps to different buttons in all of these controllers), the operating system and even according to the way it is connected to the computer (bluetooth or USB, for instance). 

This problem might be solved depending on the tools you're using or if you implemented all these possible mappings yourself. As we're using Unity, our possible solutions right now are: use the new Input System (beta), buy a plugin in the Unity Asset Store that solves the problem or figure out all the possible mappings and hardcode them in our game. We have the goal of using the new Input System but we couldn't make it work in time for the demo :(

That said, we'll work hard on fixing this issue as soon as possible and update the demo :) Hopefully, with the new Unity Input System, we will support all sorts of controllers in different platforms!

Inno Setup seemed great but, as far as we could understand, it was designed to create installers and we wanted our .exe file to simply run the game without any installation process.

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Hi, thank you for playing our game! Glad you liked it :)

As for the '.exe', we basically created a self extracting executable. We tried to use 7z ,as it is free (as in freedom) software, but it was a bit hard to get it working so we ended up using winrar, as suggested by this guide. For Linux we used http://makeself.io/.

Finally, we couldn't find a way to do this for macOS so we just went with the zip file. Probably it didn't make sense to make an installable '.dmg' just for a demo.

Hello there!
We loved your gameplay video, it's very enlightening and will certainly help improving the level design!

Thank you so much for the feedback. Cheers!