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ChXris

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A member registered Jan 02, 2021 · View creator page →

Creator of

Recent community posts

Thanks for playing! I did remap the Fullscreen button to something more intuitive for the upcoming version. I can’t enable the itch.io Fullscreen button though if that’s what you mean, it gets drawn right on top of the Grid button lol

Thank you for trying it out! I’m always a big fan of the retro sci-fi aesthetic, and I’m glad to hear others enjoy it too.

Regarding the F5 issue, pressing it will just prompt a browser refresh, so the page is actually reloading instead of crashing! You do actually raise a good concern that I haven’t considered; F4 may be a bit cumbersome on some keyboard layouts. It’s an engine hard-coded key for fullscreen, but I think I can change it for the upcoming version, I’ll look into it.

Thanks for letting me know!

Really glad to hear you enjoyed it! Don’t worry about the Help button, it really wasn’t an ideal way to deliver the information on how to play the game, more like, all I had time to add haha.

I’m definitely working on improving the whole experience, and should have something up soon! Thanks for taking the time to comment!

It’s really not an issue, I’m very grateful for the quick response, and now I’ve got two reviews to boot!

A more interactive way to ease players into the game is one of the priorities for the upcoming revision, so that’s definitely a good observation. It’s a relief to see that the very much in-depth planning made it through. I did my best too with the color palette to try and emulate those old fancy computers that had the orange glow further exemplifying that I’m a dinosaur, haha.

Thank you and the rest of you guys, again, for the amazing work you pulled off!

I really appreciate the very detailed review and the very kind words! I wasn’t expecting such an in-depth look; I’m very aware the sheer amount of games to review against the usual “slow cooking” style I always end up doing, but you really went above and beyond!

I will definitely continue to try and flesh out this game, there’s lots of ideas floating around and hopefully just around the corner!

Really appreciate your feedback and taking the time to comment! A better help system and more engaging gathering is indeed on the list of things that are getting a makeover. Hope you give it another go when the update drops!

Thanks for trying it out! You’re actually totally right, the help system is not very intuitive and it will be improved, as will the gathering. too! I’m glad you enjoyed it for the most part, it was indeed a big project to tackle, and hopefully I can improve it soon.

Really appreciate the kind words! The ‘retro pc’ kind of aesthetic is for sure my favorite so I’m glad I was able to make it interesting. There’s certainly a lot of room to add extra content to every aspect; it ended up being quite more “ambitious” than I accounted for. I will definitely try to flesh it out a bit more. Thank you for the suggestion!

I really appreciate the detailed feedback! I was able to catch you live and it was really helpful watching how the game flows. Thanks for taking the time to test the game!

The music, the art, the gameplay and dialogue, all fit really well together, you guys made stellar work! It was really fun seeing all the different dialogues for the NPCs, and the combat was challenging at first, but once you got the hang of it I had a blast bouncing off stuff.

Great job!

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Thanks for the kind words! Glad to see that the effort paid off, I really love this engine and love to try weird stuff with it. I do agree with your appreciation; Couldn’t find the resources to allocate more content into the gathering part, so it’s a bit ‘bland’. In any case, I’m glad you enjoyed it. Thanks for trying it out!

Thanks for trying it out! Yeah, selecting a place in the grid sets your course and shows you the “Distance” meter. Once the distance meter is below 500, press the button in the middle that says “Locate Target” and it should show you the target on the screen for you to click! It’s basically the same for every object in the grid. Thanks for letting me know! I’ll make sure it’s better communicated when I update it.

I’m not one for puzzle games, but the absolute polish and quality this game shows makes it impossible to overlook. It’s charming, well made, and really deep. It was a bit weird to get used to it at the start, but once I understood things better, at least I knew why I sucked at it, lol.

This is a really good project, could’ve fool me if I didn’t know this was made for a jam! Stellar work!

Finally managed to beat it! It did look simple at first, but there’s actual strategy behind it. It’s a solid game, definitely would benefit from variety, but I know this must’ve been a lot of work already. Great work!

Really nice stuff, I absolutely love the art, you nailed the retro feel. Pacing was really good, and combat was fun. It did take me several tries to get past the Necromancer, but once I got used to the game it went smoothly. Bow supremacy.

The magic system felt a bit weak. I love that you decided to use single digit MP, but the low power wasn’t worth the investment.

I did manage to beat the game, a good solid two hours, give or take. You certainly put a lot of work in this, and it shows. Great job, awesome game!

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The whole stars scene ended up being the bulk of the project, I’d have love to expand on it, but even as is I barely managed to get it done on time! There’s a lot of potential there, definitely. Thanks for trying it out, there’s a lot of polish to be done here.

I always try to avoid flat out giving instructions, but it’s really hard to get to a sweet spot of “intuitive” design, I’m sure I could’ve done better. I’ll definitely try to make things easier to understand once I get more feedback. Thank you for playing it!

Thanks for trying it out! There was a lot of work put into the atmosphere of it all, I’m glad it turned out well.

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It may have been developed with the Starfox soundtrack on loop, haha. The text thing is a real shame, I really liked the font, but it was a bit on the unreliable side. I switched for now to a less ‘odd’ one, will revisit when the judging period is over. Thanks for reporting it!

For posterity’s sake, here’s a notice:

First patch is out, and the issues reported below have been corrected!

I’m still preparing the next version, aiming to overhaul the game quite a bit, so any feedback or issues you encounter in this new version, I’d be grateful if you could let me know!

Thanks for the support, it means a lot!

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A quick notice for anyone checking this project for the first time:

Patch is out!

Now that submissions are unlocked, a patch has been deployed addressing the issues that have been reported so far, so the game should be playable without issues (hopefully).

Feel free to let me know what you think and any issues you find along the way. The next version, a complete overhaul that will feature most of what was cut, is currently on the works, so any feedback is greatly appreciated.

Thanks for stopping by!

Really appreciate your comment, thank you!

I was a huge fan of Comix Zone, so I was really excited to get that feature working with the “comic” like stripes and squares. Your guess is pretty good, version 1 of the plugin used a parallax screenshot to simulate the effect, but it didn’t work in browsers. The one in-game actually creates a new bitmap overlay with an “empty” square to create the window. It’s still a wip, there’s a lot of bugs to solve, specially on game saving/loading.

I was really bummed with how many issues the game ended up with, but I’m glad to see people enjoying it regardless. I’m definitely working on reworking it and restoring what was cut, and a recipe book is a must!

Thank you again for trying it out!

Thanks for the very kind review! I’m so glad you noticed some of the more ‘invisible’ details that made the project such a hard one to finish!

I’ve been trying to figure out the cutout thing for ages, so I’m glad it looks appealing, I really like it!

I had a blast writing the dialogue and picking the music. Most of them come from music packs, but the credits are buried behind the ending, which as far as I’ve noticed, I doubt someone will manage to see them, haha. I’ll make them more accessible for next revision-

Regarding the “great deals” feature, I was afraid it could break at some point. The whole time system is a bit crude and gets desync easily as I’ve noticed. They’re supposed to be new npcs added to the market for a day that buy specific stuff at crazy prices.

Thank you again for such a detailed review! I think the ARES references are leftover code lol

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Yeah, the penalties are too high, it’s a problem. There was a mix of not enough playtesting and some unintended values that made them a lot harder than they should be.

Thanks for playing it and taking the time to comment! I do plan to push a post game-jam patch, so is really helpful having feedback!

Haha, yeah, the ‘penalties’ came out a little harsh, it wasn’t fully intended that way.

Thanks for trying it out! There’s a lot of work left but thankfully I’ve got some pointers on what to prioritize.

Thanks for playing it! I agree, I went a bit overboard with the punishments. I had a very hard time adjusting the scope, so I’m glad it turned out ‘playable’ at least.

Thank you again for trying it out!

It took me a while to get the mechanics, but once I did it was a good challenge. I never ended up finding another weapon, is there another one? (Also, can the grim reaper ones die?)

I found it fun, title made me chuckle, and the art was simple and effective. Good job!

Love me some space games, and this one was pretty cool!

I love the way the ship handles, the ambience, the micromanaging, really great! I’d have loved to see some more QoL additions, mainly a bit more info on what you’re trying to do while on the ship.

I’m stunned with how great it looks and plays given the short development time. Shame about the browser issues, but the PC build works perfectly. Amazing stuff, really good job!

I had my volume a bit too high, duck gave me a heart attack.

That was fun! Very challenging, but simple and fluid to just keep trying again. The theme interpretation may be a bit ‘abstract’, but I see it. Great job!

Combat was a bit hard, but once you get the timing of the potions and enemy it gets even. It’s a nice challenge, I enjoyed it. Art was simple but effective. I can totally see this being very addictive with some more polish and enemies. Great job!

I liked the style and art. Music is a bit glitchy on the low tones, but works well. Though the technical side of things need some work, the game has charm and it’s enjoyable. Nice humor, as well. Good job! Would make another sandwich!

Nice artwork! Really like it! Even though it was a short demo, the controls felt nice and fluid. I liked it! Great job!

Thank you a lot for your comment! I saw it by chance, had not alert about it. You’ve no idea how much reassuring is to see this, I had a lot of doubts on this game when I was developing it, given it’s such a small niche, but to see people enjoy it and get invested in the story is heartwarming!

Thank you for taking the time to check my projects and comment! I do intend to go all the way with this one for a full release, hopefully soonish if time is on my side, and I’ll be glad if you checked it out too!

Nice! Thanks for streaming it! Man, it’s riddled with bugs isn’t it, haha

You got me thinking, I never really specified what was the end goal. I’ll add it to the description at least. The game decides an ending when suspicion reaches 100 and you go to bed, there’s 4 ending cutscenes that checks if you’ve got >30k gold and >90 reputation, or only >30k gold, another for only >80 reputation and a ‘none of the above’ one.

Thanks again for playing it!

Thank you for playing it! This was my first public project I made, I’m glad you enjoyed it!

Wait, you mean inside the inn room, or in the world area? It was actually an earlier version that had no “town” area, so I guess I messed up the check somewhere.

Funny thing about the random events, they were supposed to be tied to Suspicion so you’d see them almost never at the start and much more frequently as you raise it, but I just realized they’re tied to reputation instead, so it’s a 50/50 at the start haha. Crime wave is real here.

If you want to share my pain about the bezel plugin, save when a bezel is active and then load it when you change maps. At least is only visual.

Thanks for playing it and taking the time to comment!

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EDIT: Uh-oh. Yeah, it’s a bug! Evening gathering is broken, sorry! Thanks for the report, really useful info. The time system must have got de-sync at some point, I’ll have a look at the whole thing and make it more soundproof.

I probably should’ve added more events there, considering gathering would be a common option. The potion thing it’s good to know, how high was your Suspicion stat? You should only see 5 items gone on high levels of suspicion. The items are randomly chosen from your inventory too. I’ll take a closer look at difficulty there, it may be a bit harsh considering events get pretty frequent at later stages.

On high suspicion, you should try the more “aggressive” choice on dialogues, it gets more effective. Also: it may be worth just paying gold if you’re carrying valuable inventory!

Thanks for giving it a go and commenting!

You sure went ham on the recipes, a lot of content there!

I liked the setting and the plot is interesting as well. I like the Talk or fight feature with NPCs, let’s you take things at your pace. And the story bonus were also a nice idea!

I like your progress, it’s seems you’re getting more comfortable with the engine since your last entry. Good job!

It was planned, but axed ultimately. It was certainly a big loss, I’ll definitely add it for a post-jam update. Recipes are fixed though, so if you manage to get any ‘oil’, you can get them again with the same ingredients. Those are the most expensive ones!

Nice one! Loved the art style and the animations. Controls were tight too. It was a bit hard at first but once you get the groove of things you can get pretty efficient at it. It’s a nice concept, would love to see how it turns out! Fastest escape I could manage was day three!