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Hempuli

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A member registered Feb 08, 2015 · View creator page →

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Ah, thank you for the report! I'll have to look at this

Yup! Clickteam Fusion 2.5 with the HTML5 exporter

Excellent dedication to the theme, thank you

Yup, there's a way to safely return with the second springboard

Ah, thank you! I've updated the game; hopefully the issue is gone now.

That level is probably the most finicky one; the goombs don't keep moving horizontally in midair if they meet a wall, so it's easy to get them stuck there. I might need to adjust things...

Seems like it's not showing up

Yeah, sadly the game isn't really mobile-compatible. I should investigate how to make that part better for my future tiny HTML5 things

The characters are cut off mostly because I did this really fast and chose a slightly awkward screen size, if that's what you mean

Oh right, sorry, I missed that the issue wasn't resolvable - for now, you should be able to fix the issue by going to

users\<your username>\AppData\roaming\ASM\settings.txt

and adjusting the "scaling=" line to say "scaling=1" or so.

Thank you for the feedback - I'll definitely add this to the to-do list!

Thank you!

I'll try to make the resolution work better in a future update; it might be a bit convoluted though...

They're just tens; it would've been awkward to fit the number & the symbols, so I thought it'd be aesthetically more striking to leave the number out. Apologies for the confusion.

I'll need to add a setting...

That'd be cool! But I'm very unskilled at mobile app dev so we'll have to see...

Yeah, in some of them the hover display had bugs so I disabled it; I should go back and try to get it working (I can't recall atm exactly what the issue is/was)

Try moving up and down and see how the facing of the player character changes!

I do have a plan to do so, same for a Mac version, eventually, I've just been very busy ;_;

Sadly, the animations are limited to exactly the amount of frames Baba & Keke have due to the way the program Baba Friend was made with handles sprites :(

I want to put it on Steam once I get some more work done on it, polishing things etc

Yeah, adding undo to the ones where it makes sense would be great; I mentioned it elsewhere but I really wish I had developed the game logic with undo "baked in" because adding it now is much more of a pain...

Ah, thanks!

Yeah, that'd be great to add; I wish I had baked the undoing into the basic implementation to make things easier later.

Covemonty 1 acts before 2, who acts before 3 etc, and only once all 4 have acted (or done nothing) the water is checked for. This means that if Covemonty 2 turns into a pushable block and on the next turn Covemonty 1 pushes 2 onto water, 2 will have time to perform a move before sinking as long as the move takes it out of the water.

Nice!

(1 edit)

It's meant to indicate that the 4 Covemonties perform their actions in order of increasing number, and things like sinking into water are only checked after all 4 have acted. I didn't want to write the idea out for stylistic reasons (I worry that the hint images aren't quite enough though)

You can press control + Q to skip levels to get where you were later; apologies for the lack of saves

I read this ages ago and completely forgot to do that :( added the tag, thanks!

Thank you! :)

Yeah, I tunnel visioned and missed a lot of those, pushing an update now!

There might be a setting in the Display Settings for Windows to help with that

OH nooo, thank you for the report

The next one will contain the cove of all coves that don't mount themselves

Oh, what I meant is that would control + click work if it was added into the game? It'd be easy to add in but I'm not sure if it'd answer the problem

Thanks! Should be fixed now

Would control + left click work?

This *should* be fixed now?

Should work now

One impossible level snuck in, should be fixed now!