Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

st33d

171
Posts
14
Topics
1,145
Followers
77
Following
A member registered Mar 16, 2015 · View creator page →

Creator of

Recent community posts

Not at this time.

Making the game portrait requires rebuilding the UI, and changing much of how the game works to compensate for more of the level being active and interactable.

I may experiment with a landscape only port to see how Godot makes mobile apps.

PRO TIP: The search button will start on the next item in that room after you've searched.

This may save you an hour if you're an idiot like me.

Unfortunately I would have to rewrite all mechanics that react to bullets (which is all of them), effectively making an entirely new game.

I'm not against making a new game, but I feel like I should finish up here or at least make something small that isn't a platformer.

My problem is that I have the memory of a goldfish. so I've no idea how well I'm doing. I literally don't know if I've had a score even worth comparing to your list of bad-to-good scores because there's no record. The score is there and gone.

If I play again there is no tension as I close in on my best attempt - I don't know what it is. And so the score doesn't matter to me, and yet that seems to be the entire objective so far, to get a really big score.

Ah, no. I just meant your personal best.

Other people's scores are interesting, but that's not the same as measuring your own progress.

Good luck with the game, feels like it has room to grow  🐍

Is there a Best Score anywhere? I couldn't find one so I can't track how well I'm doing across runs.

I've no idea how that works. From what I can tell I'd be asking people to install some random extension to even to get it to work on itch.

I've added the swf file to the downloads. If running it as a desktop executable isn't enough then the swf is there to drop into something else.

Otherwise, the source code is linked above. I don't have the tools to compile it anymore, but maybe someone else does.

Oh right - I totally didn't see running mode. Thanks for this.

I'm not really a runner so I didn't know opening your mouth means you're running. Though dinner time at your place must be tense.

I can't jump over the 2 tile gap :(

I've tried spamming jump, holding direction and jump, pressing the jump at different times.

I got over it once but couldn't repeat it.

Thanks for letting me know. I've uploaded a hotfix that addresses the issue:

https://st33d.itch.io/sad-god/devlog/721738/v09735

It's possible, but I wouldn't find it fun to do.

The source code is linked above if anyone wants to have a go.

(1 edit)

I really wish this was turn based, I hate doing math on a timer :(

It's otherwise a brilliant format for a 7 day roguelike. You could possibly do a paper one where you roll some dice to spend on moves or spells.

(1 edit)

To be fair, I don't think I offered desktop versions of the game when this post was made - which has now been rectified :)

Great job avoiding all the upgrades.

I'll make them a bit more colourful.

(1 edit)

I must refer you to the FAQ for the full answer: https://itch.io/t/995981/faq-frequently-asked-questions

The latest version of Bitsy moves windows around as soon as I click on anything in "Find".

This is so distracting I can't make anything in this tool anymore. Everything suddenly jumps to a new position and I completely lose track of what I was doing.

Is there any way to disable this feature?

Unending community · Created a new topic Level Editing

Unending has hidden tools for creating its puzzle campaign.

Edit Mode can be toggled by pressing Ctrl + Alt + E on the title screen.

Editing the campaign requires a keyboard and mouse.


When you enter the game you can now press P to edit the level.


The edited campaign map is separate from the one in the game.

There is currently no feature for loading a collection of map-worlds, they are normally installed by hand. Sharing is limited to map.pngs of individual levels, or changing the contents of the worlds data folder and using edit mode to access it.

(If someone goes to these lengths to share their own puzzle campaign then we can discuss how to improve this process.)

<3

I'm trying to get things ready for a Steam release, which would mean compatibility with Steam Deck - a Linux OS.

But I don't own a Steam Deck and I don't have a Linux OS set up for testing builds. So a Linux version is a while away yet.

If you have a preferred Linux OS then mention it here so I know what to prepare for.

I've updated the art a few times over the past year so I've held off on making any promo art.

I've added the in-game font to the page's downloads if you want to make use of it. It's CC licenced.

That's pretty much what I thought - but I don't have 80 projects. Hence my confusion.

If I mouse-over other parts of the bar chart it tells me what page was visited or what was downloaded.

But the white part does nothing.

Even more confusing is that I have around 80 white downloads - of what exactly? Did they download the gifs from my home page? What's going on?

I'll admit that this is an oversight.

However - the room is still possible to beat even after the cover has been removed. You will need collect the up-shot.

If you can clear out the first few enemies and wedge yourself here, you're covered from fire and can clear out the area (QED).


Re - the terminal command to unlock the app on Mac:

I've had this problem as well. For me it's caused by Window's file system. It literally cannot set Unix file permissions. So the only workaround is to either build the app on a Mac. Or transfer the app to a Mac, unlock it, zip it, and then upload to itch without letting Windows wreck it.

A dungeon for the Turner Player: https://twitter.com/st33d/status/1650617523035942913

Thanks for letting me know.

I've uploaded a new build and posted an update:
https://st33d.itch.io/unending/devlog/528624/hotfix-alpha-28b

(2 edits)

I might have to create a variable for each sprite, so it locks in a list choice from the moment you bump it.

I'm thinking one dice roll at the start (an event maybe). Then everything else is technically not random, just rotating the current number 1,2,3.

So I need to avoid shuffles if I want to sell the vibe that you can control your fate. (But also trick you in making it look random.)

This is awesome, thanks for sharing.

I've been toying with the idea of fake randomness with lots of hidden items. To make it feel like what speedrunners do to control RNG, but also to make a jokes about whether things are actually random.

I've made bitsies and I've made roguelikes. This was inevitable.

You are Halfway Mouse, and you're all about choices that matter in games. But oh no, you're in a roguelike and everything is random - do your choices matter anymore?


What I'm picturing is a "depth crawl" - it's a linear dungeon where you start from the top, go to the bottom, and go back. Each step along the way is randomly generated.

Instead of exits we have sprites that will teleport you. To allow backtracking we'll have variables called ROOM_1, ROOM_2, etc. that start blank and get set when we use an exit.

So random rooms is kinda solved right?

But what else could we do? I'd like more random elements and maybe a fail state here and there so there can be jokes about permadeath.

Whoo hoo!

<3

Not a bug, but could we get a version that doesn't flash black so much whenever you move. Makes me want to blink all the time.

Download the data.txt if you want all the spoilers.

Yes

> "Good drivers finish a track in 25s"

This would be a lie. Golf on Mars can say it's par 3 because that's an easy assumption to make - and it's effectively a prank. Because some of the holes technically are par 3 but they're nigh impossible.

There is no score in Tapioca Rider, nor is there a median track length, there is only a record of how long you took. And no, I do not love UI programming so much that I will record all manner of statistics. It was easy to track the time, here is your time.

I'm sorry the game isn't more interesting for you. It entertained me enough whilst making it, which is why it is what it is. If I feel differently in the future then maybe I will add a new mode but that's not where I'm at right now.

If you would like to solve this problem yourself, you can find the source code for Ending here:

https://github.com/st33d/Ending

However, the tools for compiling it are difficult to find and no longer supported. Which is why I have no intention of modifying or recompiling the game myself.

I can and I have ;)

The challenge is all about not being able to shoot in a certain direction, so swapping weapons would make it too easy.

I think the sort of gameplay you're on about is more like what I did for Cardinal Gun Prospector. But it's turn based so that might not be your jam.

I too hanker for saving. Got a bit Shawshank Redemption in my run and felt like I'd need a few more hours to dig my way out of the mess I'd made.

laptop, 1920x1080. I don't have great eyesight either.