"Comfort the disturbed and disturb the comfortable"... on and off the clock respectively.
Charlie Vermin
Creator of
Recent community posts
First of all, I wanna say you've been leaving some great detailed comments on people's games!
I also played your game, and it was very engaging - I definitely spent plenty of time on it. Maybe I'll return to it, even if parts of it were tedious... re-climbing the tower over and over got annoying, but there was a satisfying element to it too. It was like a whole journey, through a world I've built out of junk all by myself! It's just like when I repeatedly re-play my own game levels :P
I have to admit, nothing about the description is untrue. And the flavor text is all very nice too. I can 100% get behind adding weird creatures to your game for the heck of it! It's too bad the screenshots show pretty much the entire game, but I was pleasantly surprised by the expeditions! How many of them are there in total? I went on four before finishing the game in 55 days, and one of them repeated. Regardless, adding one of those to the screenshots would be a good idea, to reassure the players they haven't seen the entire game 10 seconds in!
After my initial disappointment, I gave it another try and enjoyed the entire game - I could always just imagine any of the missing detail! I wish your team a lot of success in gamedev, so that one day you can make high budget videogames about cats recruiting snakes into cults :P
Very exciting premise. Would make a great writing prompt, possibly for a novel exploring the psychology and sociopolitics of a cat starting a cult for snakes who want to have legs. If the game actually showed anything described on the game page, it would be 10 out of 10, but sadly, it's more like an excel spreadsheet with platforming thrown in. I haven't seen a single snake in the game, which is disappointing even in games whose developers don't promise snakes at all.
I beat my record, now I'm at 375 feet! But then I got stuck in an inescapable spot again... it's my bad, but it was a shame to see all my amassed stamina go to waste. Maybe if you update it in the future, you could add an extra button that spends 10 stamina to move one tile backwards? That would add an extra layer of strategy and be a huge lifesaver! But anyway, you already made an addictive game, so congrats :)
I wonder if they couldn't get it to run at all, of if they struggled to figure out how to place the first tile, like I did. With such a mix of genres, it wasn't immediately obvious!
It still feels a bit confusing that the new piece's head must point towards the existing head, but it may have been too easy otherwise.
You really gamed the algorithm by putting "scale" in the title twice :P
A very fun concept, and well executed too! Took me a while to understand how to actually start playing, but once I did it was smooth sailing. I made it to 180 feet until I got myself stuck in an inescapable spot. A fun challenge of space and resource management, and the aesthetics were nice too!
Edit: I think the difficulty continues to scale up (heh) after you lose and reset. I replayed the game many times and the amount of rocks got crazy! But then I reloaded the whole game and it was smooth sailing again.
Well, some of the visual choices are definitely... cheesy. But overall, the visuals are definitely the strongest point of the game! So many interesting looking creatures, and the selection of music is enjoyable too.
I really wish dying would restart the level instead of the whole game, but that's my only major complaint gameplay-wise. The creatures and objects move in unchanging patterns, but that makes gameplay nicely forgiving.
I'm surprised I didn't find any mentions of it. It didn't seem difficult to trigger that glitch! I updated the route several times, and he keeps slipping off as soon as he reaches the endpoint. It's a good thing the visible flight path is there, or I'd never be able to find him afterwards. I'm pretty sure he clipped through the ground a couple of times, too. A really amusing bug.
Funnily enough, the first time I won, I was actually the one to accidentally tumble off as soon as I reached the goal... but it's not like he tracks the player after the race's over, right? Not to mention I changed to a faster route all those times.
There he is, stuck in a tree. Far from the longest fall he took.
"i wish i knew how to adjust my own mouse sensitivity"
- a Sewer Rave attendant, probably
I finally got around to playing the updated version! The possibilities granted by the double jump totally exceeded my medium-low expectations. I was able to climb back up from the bottom of one of the two rap battle rooms by jumping on the pipes. I found out that the snake's tongue actually has collision, so you can stand on top of their head. I jumped on top of the train, of course, but also on top of the metro sign after jumping from the top of someone's ratsona. I climbed on top of the queen too. And finally, I reached a secret exit in the screaming rat face sky room. All in all, I feel like it gave me a taste of what Sewer Rave 2.0 could be, and it certainly let me have a bunch more fun.
Well, I'm a little disappointed now, but that's what I get for reading too much into "Much more!" (although I'm not sure what it could actually mean...) and seeing the title of the "A secret way to beat Endling?" blog post but deciding not to read it at all before I play through the whole thing. I played it in the past, by the way, and it was all around lovely, but I saw a third ending as soon as the other two showed up. Too bad it was only conceptual, and didn't exist outside my head... but it seemed so obvious, that I somehow assumed you'd also think of it, and add it in an update while you're at it. Oh well, it lives in my head and that's enough. I'm not sure how you'd implement it, anyway.
"why do tomorrow what you can do today"? That sounds like a minor shortcut. I managed to skip a brief cutscene, but if that's not it, I don't know what it is. There's really not much to do there, and I tried everything. The surprisingly interactive bathroom door is intriguing, and a bit glitchy (in some ways... in other ways, it's one of the least glitchy videogame doors ever). But you said it's not a coding error, so no clipping out of bounds, I suppose.
Oh, by the way... there's a bug that prevents you from picking up items... in a green room. So that's preeetty bad. I'm not sure when exactly that happens, but there's also a late doorway that makes carried items vanish, so maybe that's related. Maybe I'm somehow carrying and not carrying an item at the same time.
Okay, I went through the whole thing. It definitely feels like a game that deserves to be even bigger than it already is. Plenty of good writing in there, though some parts did feel like they squeezed too much plot into too little space. The moment right after contacting HQ in particular seemed to have a lot of personal stuff and intergalactic politics mixed together very rapidly. Didn't always feel natural, and some of it was deliberately invoked by the meta-videogamey theme which I enjoyed, though it wasn't always as clear cut. There were a few parts I felt like I would've written differently, but those are just details. The story as a whole is great.
(I just replayed with a different path, and found something that feels like it crosses the line from odd phrasing to an outright error. A phrase "BoredAlien" shows up, differently capitalized and punctuated. It would've been an appropriate deliberate placeholder at the start, but it wasn't used anywhere else, and at that point it seemed less apt than ever.)
Sweet! I do love how it's not just a sci-fi themed romance thingy that happens to feature a lizard guy, but the unconventionality of it is a central part of the game.
I'm partway through the Twine version currently. The spaceship interiors look nice, but I didn't really want do download all those megabytes just to get less story. At the same time, I'm glad the graphics are here on the game page to provide some extra immersion either way. Maybe you could sprinkle in a few screenshots within the Twine game as well to give the players a better feel for their surroundings? It can be more fun to leave things up to imagination, but a glimpse of a location here and there could really help set the mood, I think.
Wait. Jumping?! I got a high score of 2000-something and completely forgot about jumping. Now the game seems even more forgiving than it already was. Can't wait to see how many lasers show up once I get further! A really good modern spin on the snake with nice smooth difficulty. Both more and less difficult in good ways.
The only issue I had was the moon lasers - not entirely obvious when they stop being damaging. Also, I don't see a way to actually see my high score. Other than that it's really perfect.
Here are some detailed thoughts, with the observations I had while playing and some advice! (spoiler warning)
* you can remove all those default resources if you're not using them! (except for system2, for some reason. I usually set a blank graphic there in my games). If you're not using any "vehicles" you can also set their graphics to whatever in the System tab, so that they no longer require their own graphic. Other than the vehicles and system2, I don't think RPG Maker checks for the existence of any resources until your game actively tries to use them.
* Lovely start, with the bridge you can walk over and under right at the beginning! And it makes a sound, too. Now that's an underused mechanic... for good reason, but it makes for a nice touch in moderation. I also like the box being visible but unreachable until you walk a bit more. It's the little things!
* You could probably set the cliff edge tile to only be blocking on the upper side, so you can walk right up to it.
* math puzzles! I like it. Surprisingly, I don't think I've ever seen a puzzle like this one in rpg maker.
* not sure how I feel about the totally nonexistent storyline so far... but maybe I'll soon find out why Penelope never speaks. If that's even the main character's name.
* the battle first is not much to speak of... but to be honest, I've been working with RM 2k3 for over a decade and I was never able to make good battles in the default battle system, so it's fine. The good thing is that it didn't drag on.
* So now Mead is not only letting us stay for the night, but embarking with us on a potentially deadly journey. What a guy! Nice to see we're unraveling the mystery of Penelope, but Mead and his little town could use some background too. Maybe I'll find it up ahead!
* Mead is invisible in battle? That's kinda weird. And why do the dogbeasts drop hot dogs upon defeat? Are the hot dogs in fact made from dog parts in this world? Dubious indeed.
* The graphics are pretty good despite their simplitity, and only a few things about them bugged me. The water could use a different texture for sure - maybe some lines instead of the dots like the grass has? Also, the bushes have been blending in with the ground and I mistook them for holes. Maybe add a bit of an outline, or make the outer bit brighter.
* Well, now I can see one reasons for other party members to remain invisible. Would be hard to fit Nessie into the regular-sized battle hero graphics! That was a nice surprise. Speaking of the battle itself, it was difficult but fair - a tricky combination to achieve in default RM2k3 battles!
* Here's a fun tileset trick - when using auto-tiles (the ones with borders and stuff, like water), hold shift to prevent them from changing! You could use that with the lighthouse, for example, to make it look like it's truly above the water, without water borders surrounding it. In addition, you can also hold shift with right click to copy a specific type of auto-tile! So if you wanted three thin water streams right next to each other instead of one big pond, for example, you can do that too.
* Defeating the Daytona fish didn't seem to reward me with anything, and I couldn't figure out the significance of 2 and 8 on the wall either. But once I got the other two numbers, I could bruteforce it easy!
* Oh. It meant that the 2nd one was 8. Okay.
* I'm kinda doing things backwards, taking on the cityworld after the islandworld. Seems like a good choice though.
* Yay, exposition! Not sure why it's a random guy on the street delivering it. Could've been a road sign or something. But that works too!
* An empty, gray room with signs that say PARTY! That sure is promising.
* The poster closest to the partyhouse didn't change its appearance when I replaced it. Overall, a fun little quest though!
* Well, here we go! The explanation, with no stones! But of course, there's more to be understood...
* Oh, nice. There's RPG Maker on the screen behind, even! As far as simple plots go, this one's real nice.
* The final battle was a bit of a letdown - the big boss has too much health, too few offensive capabilities! Maybe give them some sort of status effect spell to incapacitate the heroes with? That would make the boss stand out nicely against the other enemies!
* Also, the ending could be longer too. If just to let the ending song play properly! Maybe just a few scenes of our heroes hanging out together.
Overall, a lovely little game! Simplistic in places, but with plenty of love and originality for sure. Well worth checking out. I'd be glad to see more of the sort!