Same exact place, the downloads page for this game on itch. Just make sure you download the newer “BumpsandBrews-Post_Jam_Update-pc.zip” file.
N-Saint
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Make sure you have the latest of both JoiPlay and the Ren’Py plugin installed. The public releases can be found on the free JoiPlay Patreon.
https://www.patreon.com/posts/joiplay-1-20-032-85460458
Although if your phone is severely outdated, you may need to go back to older versions but that will require a ton of trial and error.
If you have future issues, you’ll have to either look to Google or official JoiPlay support. If you still can’t figure it out, you’ll either need to wait or find a PC to play on. I will not be able to solve any tech support issues you have as this is not the place for JoiPlay tech support.
This is a very cool game. A drider being able to climb walls is such a great combo for a 2D platformer. Really excited to see where this game goes. The fact that this is your first game is even more incredible. Great work! The bugs that cause soft locks and constant damage every frame are a bit annoying but those can be fixed. Overall potential for the game has me excited. Curious to see what the future holds for the pregnancy mechanics and potential egg laying/nest building that will take place as well as the other metroidvania elements.
That’s actually your CPU. But this CPU comes with an integrated GPU. This means the GPU is built into the the CPU. Your GPU is “Intel HD Graphics 4000” and you can find drivers here. https://www.intel.com/content/www/us/en/download/18606/intel-graphics-driver-for-windows-15-33.html
That said, that GPU in general has limited compatibility for more recent graphics renderers like Vulkan. A driver update may fix your issues but I will likely need to look at creating different builds of the game with different renderer settings in the next update.
Had a great time with this game. Been wanting a preg extraction roguelike but could never nail down the mechanics. But you nailed it. Love all the little small details like the 4th genie option and all the chest unlocks. I really wish there was some CG for the true ending but was still fun to get regardless. Only other thing is wishing there were more intermediate sizes to show the growth more gradually. But those are minor nitpicks. Great work
Fun game. Enjoyed how the rules built up over time adding complexity. The many simple mechanics were very fun. Also the art and little dialogue tidbits were very cute. Main thing I wished for on that front was even more since what was there is wonderful. Even just one more NPC variation would be excellent to add more variety. Barring a few minor technical issues which do add up in the version I played, it was a great time. The interact hitbox is a little clunky and I wish it was a bit larger (you’d need to make sure it only interacts with the object in range that’s closest to its center). Some of the table displays were a little buggy, mainly the 3 person tables. If you have issues with that, the 3 chairs are on the inside with 3 tables on the outside. EDIT: it looks like a patch is already out that will fix the 3 person table display. Also there seems to be a bug where game overring in certain situations would prevent interacting from working while playing from then on needing a restart. Think it might be due to getting a game over while holding something and that state not properly resetting. This necessary restart coupled with no saves definitely hurts. I really wanted to see the end but day 6’s difficulty meant I ran into the reset bug twice and didn’t have it in me to try a third full playthrough at this time. If it gets fixed and maybe the day 6 difficulty toned down slightly (possibly be having group spawns make it take longer for the next group to spawn), I will definitely be back immediately to see the ending. Very cute game and I really hope the main character ends up with a belly of her own.
You’re the first to report this issue. What sort of computer are you playing on? Was the game lagging at all before the crash? The snow is rendered on the GPU so if you have an integrated graphics card, that might be a bottle neck. Other than that, possibly try redownloading the game. Be sure to let me know if you end up finding a fix so I can make sure others don’t struggle with it.
Pretty neat game. Made it to round 10 while trying to see all the level 10 art. Definitely recommend having the table of effects from the description open at all times. And an auto clicker for later rounds is a huge convenience. It’d be neat if you could automate rolls until an upgrade is available as some nice QoL. Cute art and character references. Needs a bit more sauce for the full auto battler to really shine but I can definitely see the core idea being expanded successfully. Also what do the character stats do? I didn’t notice them taking any effect. In any case, neat game. Add a bit to it and make it a bit more digestible and it’ll be great.
The art and atmosphere were excellent. The level design started to get pretty neat towards the end but was overall a bit simple. Definitely would like to see some harder puzzle designs. I also wish the pregnancy had more of an impact on the game. If it somehow changed how the jump worked causing you to need to take different paths before and after getting a belly could be a cool way to add extra variety and change the way you view levels.
Really neat game. The visual styling was very enjoyable and consistent and I appreciated that. Loved all the detail and polish to it. Woomie has a very cute design and I definitely want to see more of what you have planned for her. I do wish the pregnancy was a bit more integrated into the game so we could see more of her reactions to it. The core gameplay was simple but very engaging would love to see it expanded. Some of the random rolls felt really bad since there was no control and made some turns feel almost wasted. Reducing the range of rolls or giving the player some more agency over it in some way would reduce frustration. I know others have mentioned it but it feels like the bar stops a frame late or is just not checking properly which leads to some other frustrations. The difficulty spike on the final boss was tough. Took a few tries but I got it. Penetrate is extra punishing because of the bar not stopping immediately and it does soooo much damage. Overall an excellent jam entry!
Officially the project is on hold for the time being. So don’t expect updates in the immediate future especially from NyPod’s side. That said I am still working on learning and porting the game to Godot and have been making slow progress. Part of the reason it’s going to take a while is because multiple reasons.
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This is a free passion project and it being stressful is not going to happen and if it does breaks are necessary.
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Not going at game jam pace which causes burnout and long periods of no desire to work on the project.
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Doing things the right way to be properly expandable in the future takes time. The jam version was cobbled together as quickly as possible and honestly adding new features to that version is extremely painful since it was hacked together to get it to the jam state within the time frame.
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IRL stuff between both NyPod and I have and will continue to take priority.
I know how much people want new features. Believe me, NyPod and I probably want them the most of all. But these things take time when done properly and sustainably. Current state is me getting the game caught up to the state of the demo but architecture in a way that can more properly be expanded using Godot. This is and has been going fairly smoothly but will still be a ways out before it’s caught up. Once it’s there and NyPod has time, we will officially bo longer be on hold and be able to work on extending it to our full vision of the game. Until then please do not bother NyPod for updates and remain patient. I appreciate the enthusiasm everyone has shown, and will continue to work sustainably on slowly moving the project towards the end goal.
Sorry. You’ll just have to be patient. Releasing the source code could cause all sorts of nightmares and is ultimately unnecessary for modding Unity games. Additionally any mods made for this version would not work for the next version since most of the code is being rewritten to better support being a long term project rather than a quick and dirty jam entry. So please be patient while we add tons of new features and improvements to the game.
No estimation at this moment. Don’t expect it for a while. I made ambitious estimations in a few other posts that have proven to be inaccurate. Project is still being worked on but its going slow. Redoing a bunch of code behind the scenes to be less spaghetti so its easier to add new features without breaking everything. Hoping to tease a few things near the end of July. Hoping to have a better estimate of the update date near end of July.
Honestly what’s there is near the max size we’re planning for Elra. There might be some hyper size nods through events or enemies at some point. And possibly a different playable protagonist waaaaaaay later in the development life cycle that has a larger max size. Note: plans can change so please take long term plans with a grain of salt.
Thank you HellBrains for another wonderful game. I just finished it and have a few things I want to say.
There is so much love and care that went into this game and it really shows. From the custom music that sets the mood well to the animations for the attacks to the full tileset of the game to the unique enemy behaviors and beyond. Additionally there’s so many wonderful preg artworks everywhere for the various enemies, player sprites, artist references, and more. No one can deny that this game looks visually amazing and is a treat for the eyes in all aspects.
But sadly the core gameplay loop really didn’t jive well with me personally. I have little patience for grindy RPGs and that’s definitely the core of the gameplay here. Having to make 2+ or even 3+ trips at the bare minimum just to unlock the progression really disrupted the flow of the game for me. This might’ve been fine but the combat gets repetitive fast especially since there is so little player progression to breathe new life into combat. The few abilities unlocked are nice but half of them are strict upgrades over previous spells (outside of a few niche enemy interactions). Because of how obnoxious it was to farm souls, I found myself never willing to part with any at the shop because it would’ve meant more repetitive grinding. Some suggestions could be to make souls drop in larger amounts to reduce the grind slightly and possibly make the recall stone a permanent key item just as a QoL.
This is a great game but the core gameplay loop definitely hindered my personal enjoyment of the incredible feats everywhere else in the game. With some adjustments, many of these annoyances could be eased so the amazing parts of the game can shine even brighter. I might go back for the secret endings at some point because those are always a treat to see.
Maaaaaaannnnn…
I unfortunately don’t have a Mac I can build the game natively on myself. I was briefly able to test it on a Mac and the game definitely worked for me even if the custom cursor was like 3x the intended size. If you have experience using the terminal, feel free to try this
chmod -R +x CosmicCradle_0.1.1_Mac.app/Contents/MacOS
from the folder containing the game to ensure all the permissions are properly set. If that doesn’t work, then it’s likely an issue with the CPU architecture of your Mac not playing nicely with the game (not your fault. It just means I need to do some work to properly support all Macs in the future). For now, continue to use Wine and hopefully I can figure out why Unity doesn’t want to play nicely with the Mac build. Thanks for bringing this to my attention!
Very cute game. The character interactions and art are great. Loved seeing the pair interact with each other as their bellies grew. The combat was pretty solid but I feel like there was some more room for depth to make it a bit more engaging. The other weapon types certainly were interesting but I found myself using the sword the most simply because the cooldown on swings felt a bit cumbersome at times despite the interesting attack patterns. Also I encountered a bug a few times where clicking too fast after completing a stage caused a soft lock that made me have to restart. A simple save system or level select would have helped make this less frustrating but bugs are inevitable in a jam scenario so it’s very understandable. Overall a very cute game and I’d love to see the finished ending when it’s implemented.
Thanks a ton for the info! Helps a ton with figuring the issue out. I’m going to delist the Mac version for now to avoid giving people false hope. I’ll post a dev log when the Mac version is back up.
Would definitely like to apologize to the Mac users out there interested in the game. Please hold out a bit longer while I try to figure out a way to get you all working build.