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Chubberdy

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A member registered Jan 10, 2022 · View creator page →

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Beyond allowing for sprite replacement for the characters I don't have any plans for mod support. To be honest I'm not even sure how I would go about adding more in depth mod support.

I can't speak definitely for anyone since I usually ignore the votes on comments, but if I were to hazard a guess I would say it's because I give the same answer to the question every time so it gets a little repetitive if you're the kind of person who reads through the comments and gives them votes. I personally welcome the feedback as long as it's not "ur game is bad" type commentary.

I'm nearly done with base game enemy balance. Once that's in a state where it's only very small tweaks I'll be adding in difficulty options.

Genuinely one of the best pieces of feedback I've gotten

The turrets should be turning around when there's an enemy in range even if they all start out facing right. Is this happening for the gauss turrets as well or just the lasers?

The intention was to give more time between hits to allow for the lasers to target better and give the arc generators more of a role, I will be tweaking the values a bit more to get a good balance though.

Is it just when you're trying to making a spawn trap, or are you having trouble with later waves all the time? There is a limit on the slime spawns but it would take quite a while to get to that point.

Once enemy balance is taken care of then I can start thinking about difficulty options. If I put them in now I would have no good gauge for if the standard game is too hard, since a good chunk of people would just give up at the first sign of challenge and switch to easy. This way I can actually tune things to be enjoyable for the average player, and then use that as a basis for an easy mode.

How far did you get in the research tree after an hour and a half? Mostly asking to tinker around with balance.

Nope, no vore or eating slimes in this game.

Windmills' big advantage is the ability to provide power even when under platforms, which completely block solar panels. They've got reduced efficiency under platforms, but I have been considering getting rid of that since they're already a little worse than solar panels to begin with.

I'll be looking over the values for the energy description requirements, there's a lot of stuff I'm re-tuning with the combat.

The problem I ran into with implementing power in the way you described was that if you have alternating chains of generators and consumers the amounts each individual generator (and thus what they had left over for the next building) to fully power buildings would be variable, and would change based on stuff happening down the chain. Throw in the need for the player to absorb energy and it was quickly becoming more and more difficult to tell what was affecting each building's power at a glance, and was starting to need additional menus to either see what was happening or introduce manual fine tuning of power allocation. Stuff like moving a generator on the right of your base depowering the stuff on the left while leaving the middle alone so you don't see until you walk over there.

Possible to implement? Definitely, but it was starting to get more complicated to manage than what I wanted for this game's experience. But the suggestions are welcome! Even if they're something I've already tried out it gives me an excuse to ramble about game design.

The end of the game hasn't been implemented yet, the whole sequence with the cave collapse is going to be completely optional for those who want to go the extra mile with the weights (which you can also achieve by having multiple characters get fat as well, the combined weight is taken into account). It's going to remain optional for beating the game moving forward as well, but that's a subject for when I actually put out the next version with an actual end of the game implemented. As for the shift clicking, that is in the game, I'll have to double check the tutorial and make sure that I put it in there/made it clear that's an option. The power distribution thing is something I'd have to think about longer for what the best way to implement added complexity if that's something I even want for this game. After all, both building are "the other one" depending on which one you look at first. Food for thought though!

If I'm remembering the order correctly and that's the burnt burger that is a bug due to the burnt ingredients, that should be resolved in the next update.

Yeah that's the save file from the old version being incompatible with the new version. You can either wait until the new version where I'll have a button to delete old saves to deal with it, or manually delete the save. There's folder with the name of the game in your local app data, a quick google search will tell you how to access it. The file called gamedata.ini is what you need to delete.

It will not. Macro isn't my main thing and it was too much of a pain in the ass to integrate into what I wanted this game to be (mostly issues with collision, Spacethumper 1 having no elevation and calculating the player as a point for collision meant I didn't have to change any hitboxes or account for the size changes mechanically). There might be a possibility of adding a bonus mode with that kind of thing at some point, but that would be long after the full game is out if I end up doing it at all.

I use aseprite, but anything that can support transparency should work fine.

Yup, that's definitely the code I put in to enforce a vertical build limit acting weird. Another bug to squash!

Ah I see, you just deleted the download, not the save file. Due to how gamemaker works the save file is located in your local app data, there should be a folder in there labeled squelchies, that's where the save data is.

Yeah elevators have been a thorn in my side in terms of buggies for a while. I have an idea of what might be happening if it's only when they're up high, but can you give some specifics of what's happening? Also the game does not have an ending yet, but an ending is coming! Just gotta stop getting sidetracked.

That's odd, the game loading script with that error message won't even run without a save file to check. When you say you have no save data, does that mean there's no save file at all or is the save file blank?

Time is only one of the criteria your score, getting the ingredients correct and stacking them neatly also contribute. The viewer only tangentially relates a customer high score with their weight. You still have to see the weight itself for it to unlock in the viewer, but if you've got an S for them they should have gone up in weight at least once and be viewable. What exactly isn't working about the viewer?

For now a quick fix is to delete your old save data, it's in the local app data folder.

Are you looking in your local app data folder? It's a default folder on your computer and not the one you downloaded.

You shouldn't have to re-download anything if you're just deleting the save file. What exactly are you deleting?

It's possible that your old save file is what's crashing the game. The save file should be located in the local app data folder on your computer, try moving it out of there and see if that fixes it.

This is a bit of a silly question. Do you think there's just a button I press that ports the game to mobile automatically? It takes time and effort that I would rather not spend to make a worse version of the game on a platform it was not designed for.

"Why aren't you making a version of your free game that's more convenient for me?" Come on, think about what you're saying before you ask questions that make you sound entitled.

Each character has three stages. Once you see a stage in the game itself it will be unlocked in the viewer.

No.

They're all in the character viewer, lower left on the main menu.

I'd have to see your setup to give any more defense tips. As for getting out of the cave, looks like you've found a bug! I'll have to look into what could be happening there. Probably an event triggering out of order or not triggering at all for some reason.

Ideally you want to build upwards as quick as you can and cut off the slimes where they spawn, barring that you can try and build up some resources under an overhang where nothing but slime balloons can reach.

As for how to escape, exploration is the key. You need to find and talk to both of your crew mates, who are located in opposite corners of the cave.

There is also one on the left side near the bottom.

Not at the moment! In the full game that part will be optional, but I do have plans for bonus stuff getting unlocked from completing it.

Nope! You just have to deal with the slimes. Though you can set up turrets right next to them to fry them as they spawn.

Woops, auto-correct made that sound a lot more ominous.

I've been working on making things future-proof in terms of saves, anything after version 0.7.0 should work moving forward. Any saves from versions older than that will be buggy/broken.

Once you've talked to both crew mates you're free to teleport out of the cave using the hub. I admit it's a bit unintuitive, that's something I'm planning on fixing at some point.

Platforms.

Elevators.