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.
Chubberdy
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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.
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.
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?
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.
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's a system folder on your computer called the local appdata folder, you can get to it by putting %localappdata% into your start bar and pressing enter. Once you save the game for the first time there will be a folder labeled Spacethumper inside the local appdata folder. That's where you need to put the modified sprite files, not the downloaded folder. There's a text file that explains this included in the download as well.
Well most games built for a desktop don't really translate well into mobile, there's a lot of stuff that requires a bigger screen to either convey information or have enough accuracy to input. Plus making a mobile version requires completely re-doing all of the controls and usually moving around the game elements to work with touch inputs. I personally also would have to pay additional fees to develop for mobile. It's a lot of effort just to appease people who just go around to random games and say "android pls".
Oh damn I completely forgot about the dialogue saying where the buns were, woops! We do have plans to keep adding stuff to the game, mostly new characters and more days/modifiers for days. I think it will always stay as a quick arcadey style game instead of something more long-form, but I agree that something like that would be pretty fun.