Hi, thanks for the bug report. I’ll try to fix this as soon as I can.
M.S.T.O.P.
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The card design from a gameplay standpoint has a lot of potential. In my first run, I could already see synergies between some the cards. I would like to see a greater proportion of cards that affect other cards, or maybe even some that affect or react to enemy cards?
The amalgam mechanic is interesting, it feels like a cross between Inscryption and Dungeons and Degenerate Gamblers.
At first, I didn’t understand how to get to the isolated cards on the map, until I realized you could place cards to connect with them. Maybe I missed it in the tutorial, but I think that mechanic should be made clearer.
No Problem! I think DAS Cancelling being off by default was just an oversight. Initially, the game didn’t have it and I added it in when someone else requested it a while back. I used tetr.io and jstris as a guide to implement it, but didn’t notice that in both games the feature is on by default. I’ll switch it to on by default in the next update.
As for the Dig mode bug, someone else did report it before: https://github.com/mstop4/bomino/issues/4. I haven’t be able to reproduce the bug consistently yet, but since you also encountered it in Dig mode, I know where to focus my efforts in fixing it. Thanks for the bug report!
You can also find “Sand Cave” by Frau Holle on the Free Music Archive: https://freemusicarchive.org/music/Frau_Holle/different-ways/sand-cave/
The menu music, “Work It Out” by Eddie Aich, is also on there: https://freemusicarchive.org/music/eddie-aich/single/work-it-out/
The “Unable to find game!” error is a longstanding issue with GameMaker and exporting the final app for macOS. It pops up even if the app is notarized. Moving the app to the Applications folder seems to stop the error from happening. I might try export the game as a .dmg next time to see if that makes things better.
Cool game! I like the art style and audio. I think there are some balance issues with the player’s firing rate. It’s a bit slow given how many enemies you need to shoot. Maybe you could try either making the player fire faster or the enemies descend even slower, or making them descend a set amount after X number of shots. Keep up the good work!
Thanks for trying out my game!
Honestly, I kept the tongue flick ability in just because it looked funny. It was meant to be used with the score combo system; you would gather multiple snakes together in the same spot by stopping them in place with the tongue flick, then boop them all at once. I didn't have as much time to refine and polish the game mechanics as I hoped, but I'm glad that I managed to finish the game.
Thanks!
Quite a few people reported that bug with the Web version. It was an itch.io-specific bug where the game didn't initialize the game's save data properly the very first time the game was run. It could be circumvented by simply reloading the page, but I patched it so that it shouldn't happen now.