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Dipsheet

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A member registered Aug 23, 2020 · View creator page →

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That put a big smile on my face man :)

Glad you managed to have such a close call, always feels sick when you just barely pull it off!

something about  some kind of 


patreon....


Also thanks man! There's a lot to add to the base still but the platforming base is right where it needs to be at the moment.

Key rebinding is coming next update :)

Already being worked on :)

nope

Ah yeah that's an issue i was aware of going in. The tutorial explicitly guides you to not use the weight loss abilitiy up untill the point you learn it. I need to either factor in some kind of thing to appear when you do accidentaly use it, or just lock the input untill you get to the room where you learn it.

As for zooming the screen out, I find that a tough balance. I want Cann taking up a lot of screen-space (by fat hehe) so you can properly appreciate the spritework. In any case though, as we're adding more user control support n such. Perhaps a slider to adjust zoom level is a good idea.

Thanks for the rest of the compliments, I'm glad all the hard work is appreciated hehe. I'll be uploading the tracks seperately to my soundcloud sometime soon, probly later today. https://soundcloud.com/the-dip-sheet

this is fixed as of the most recent hotfix!

Excellently argued my good compeer, I'll be adding it! You give very valuable insights, I've considered it myself but I guess I was missing a piece to go ahead and make it so. Thanks for taking the time to write all this up! :)

And aye I noticed that one hehe, the funny part is how it only triggers when you're standing right next to it. I wonder where that lil bug can be used effectively, and how I can guide players to figure it out because most would assume to use the Weight Expel.

You can already do animation canceling, I was hoping players would find out on their own. You can jump directly after any kind of impact to cancel the anim and then input something else. I have considered allowing the bash to cancel aswell but I feel it's more rewarding that it comes with an extra input.

In regards to the 2nd point, button mapping is underway.

Thanks man!

you should be able to send it to my adress through any e-mailing service

Very happy to hear you enjoyed the music, I put a lot of love into it :)

Thank you for sending your recordings!

(1 edit)

Aye that "drift" is a holdover from an intended mechanic that I didn't have time to get working right. I think it only triggers when you're frame perfect  with switching inputs, a way to force drift is by jumping just before you turn.

I wanna make it a proper feature for the next big update so I can build challenges around it.

Also thank you for sending your recordings!

Verily appreciated man :) i'm especially happy to hear the music is up to snuff cause I've really taken a liking to making it.

And aye I hear you on the controls, personally it works fine for me cause I'm used to it from the respective games I take inspiration from.

BUT!

There is something coming to alleviate those woes, a friend who's helping me with backend stuff wants to help set up a button layout system to let you do custom keybinds, and beyond that we wanna look into controller support cause it suits the game.

Hope this knowledge makes ya happy :)

And don't worry bout the recordings, there's plenty to go through

Do you have a .zip unpacker installed?

I use winRar personally but stuff like 7zip works too if that's still around.

Once you open the .zip file the files you need will be inside

I'm looking into collision based issues at the moment and your suggestions help a lot!

Im putting up a 2nd hotfix soon that makes some tutorial improvements and fixes the jank surrounding these toggled blocks!

Someone in the discod also ran into this issue, making the folder you put the game in exclusionary was a fix but it didn't work for long.

I'm afraid I can't help you with it, sorry.

You gotta run back to the start as fast as you Cann.

I reckon I might but some extra info there as you're not the first person to be confused as to what to do next. There is a message when the timer pops up but that doesn't linger too long.

And hell yeah man happy to hear you've been with me for so long!

Oh that's the first time I'm hearing of that.

Could you send me the Player.Log files in your User>Appdata>LocalLow>DipDev>OverGlow2Night ?

I can check those to see if there's an error I can trace back and fix, you can send it to my e-mail at: dip.sheet@outlook.com

I lied i pushed out the hotfix just now

You can join the discord and send it in there or send it to my e-mail:

dip.sheet@outlook.com

If it's too large to send through mail then use wetransfer, and send it through there or as a link!

I reckon I'll make a little hotfix tommorow for that dreaded red box area just to add a note there. That's 3 counts already hehe

I have a friend helping me out with backend systems that will allow you to remap controls to specific buttons.

And considering how well a twin-stick control scheme suits this game overall I do wanna get into proper controller support down the line.

Sadly that's a bit of a way's away from now, but hope the knowledge that support is underway is pleasant :)

The toggled blocks are a bit janky atm aye, sorry I didn't have time to program in a little fix for when you get stuck.

Rushing through is intended, and the way back to the start is the same way you came. I will say this first demo is a little more challenging than a tutorial ought to be but that's mainly cause I didn't have time to seperate it into 2 levels that build off eachother.

I hope you'll try again if it ever strikes your fancy, and in any case look toward future updates. Feedback like this helps improve future versions!

Ah it seems an extra note is really needed in that section. You're not the first to run into troubles there.

Losing weight when immobile works across all stages of weight, you are intended to swap between what's best suited for the job at hand.

Hope this helps and allows you to beat the game :)

heyo sorry for the delay, I saw this comment earlier but I never got back to responding.

A full proper version I can't earnestly give you a date for, I'm aiming to have something playable out the door ASAP and the big idea is to have a proper Early Access version that containing all of the game's core aspects around Oct 31st!

hehe guest satisfied is probly a better call really, Ujust needed something quick and it felt right

Really appreciate the feedback, am very happy to see this kind of response, lets me know what hits right!

Hell ye homie! I hope I can exceed the demo with this game!

Hey thanks homie!

I'm happy to say I got some stuff to show soon

nothin concernin don't worry about it.

I already got a degree from a previous college, this one i was just aiming to get better papers and more contacts. Now i'm aiming for something else

Thank you very much homie, I hope so too!

An update is unlikely considering the rotten foundation of the project's code.

A complete redo with better graphics is more likely since the project is 2 years old and I've improved over that time. Art-wise and dev-wise.

Don't hold on to it happening anytime soon however. I'm back in school and it's taking up most of my time, what I'm learning does help make development easier though so future prospects shine brighter than they did before.

Hard to say, I'd have to weigh the pro's and cons.

I'm happy to hear that man, I never wanted to just leave this game high and dry.

The reception to this demo alone really drives me to wanna give something good in return. But I also need to be careful that I don't do too much at once. The sad reality is I haven't had time to ignite that spark I had while making this demo. Things are a lot busier now and have been since the past year. I'm constantly working on other game projects for my SFW portfolio so I can get into a higher school and focus on the art this time.

Here's hoping that once I actually get into that school things will be a little more stable for a while. But again it's hard to make promises on that front. The biggest thing I'm banking on now is that a stronger foundation for the game will make it easier to work on regularly even if only for a short period of time every day/week.

I'm very thankful that you understand and are still excited for the game. It does a lot for me to hear that. I sincerely hope I can give you the game you're hyped and hoping for.

Can't give any times, still really want to finish this project but a lot of things get in the way.

I think at this point it's more likely I'll rebuild the game from the ground up. Need a stronger foundation, the biggest thing keeping me away is how ramshackle the project is at the moment. And also my art has advanced in the time away from the project and I wouldn't mind giving Ghost Girl a graphical update.

Do you have WinRar installed on your device?

That's coming in a later update when i have the time to work on the game again. I pray i can find the time to have it done before this demo turns a year old.

Thank you very much, I look forward to that aswell.

At the moment probably not, at least not in-game.

Do wanna add that and other handy options when i can finally get back to work on the game.

You could save yourself a lot of time by asking Google this exact same question.

https://www.win-rar.com/start.html?&L=16

Do you have WinRar installed on your computer?

If not then that's your isssue.

All that you should have to do is take the files in the rar itself, put these inside a seperate folder and then run the .exe.

Make sure all the files in the rar are present in said folder, or you'll be unable to launch it.