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Strelly

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A member registered Sep 18, 2016 · View creator page →

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Alright! Thanks a lot for testing it more.

That's a lovely photo, seeing my little game running on a handheld machine gives me a warm fuzzy feeling, so thanks a lot for sharing!

I'm back, I've been trying to reproduce this bug with a couple of controllers I have lying around, these being the switch pro controller, an arcade controller and a knock off playstation controller and I can't seem to get the bug to work.

I'm testing it in Linux Mint, what distro are you using? And also, do you have any other controllers you could test it with?

Thanks!

Thanks a lot for trying the game out and for the input and support!

I'll be taking a look at the issue and if I can't reproduce it I'll hit you up to see if we can get more specific info!

Also, I hope you are doing well bsan!

Hi, thanks once again for your comments, let me try to answer all of them.

"If you choose the "Exit Room" option while you're dying (during the screen fade), nothing really happens and you continue to just normally be reset instead. You have to wait to be able to move again before you can exit the room."

This is intended, and the same will happen when you are warping to another place or using the normal exit to the room, while doing anything that requires a screen fade out, you can't exit the room or retry. Because it leads to some problems, but if I ever figure a way for said problems to not happen, I'll definitely let you exit the room while in the middle of a fading action.

"Sometimes the Sound bugs out, as there's either no BGM or no SFX playing. I'm not sure what causes this, as quitting the game and rebooting it seems to do the fix. It might have something to do with hitting the "Main Menu" option at the 'wrong time'. Or not, who knows. I can't reliably reproduce the issue."

So there are still audio bugs!!! Yeah there are some problems with the audio when either dying or watching cutscenes because the gameplay audio bus (which manages the player sounds and some other things) is faded out, so if something happens that prevents the audio bus from fading back in, it will stay silent. Which I thought I fixed, but I'll have another look at it.

"Not sure if intentional, but the character faces the direction they entered the room with."

Yes, it is intentional, the same thing happens if you fast travel, just a small detail to add to the immersion, it shouldn't affect anything as turning around is done instantly and doesn't lose any time!

---------

Now for everything timer related.

When making the game, I made some decitions based on the idea that I didn't really want to make it look like I wanted people to speedrun the game and that taking your time with the challenges wasn't a bad thing. I wanted to enable the option, but not really make it look like the goal, that's why I ended up scrapping a "reset room" option in the menu which would make you start from the beginning of the room and restart the per room timer.

For that same reason I also scrapped the idea of saving the best times for rooms, which was planned at one point.

I don't know if that was the right decition of course, since having a best time and the option to quickly reset challenge rooms would lead to more replayability, but it was something that felt right at the time.

My assumption that there being a best time or the option to reset the room would give that impression may as well be wrong, so I can play around with the idea.

Spoilers are okay, just make sure to say it's a spoiler discussion in the title and everything should be fine!

Thanks again for taking the time to play this little demo! <3

Hello, thanks a lot for the feedback, the challenge room names is a great idea actually, I'll write it down and start thinking of names for the challenges, I'll see if I can figure out an unique name for all of them.

As for the timer, you can actually turn on a "per room" timer in the options menu, that timer will count up from the moment you enter a room to the moment you exit it.

Another timer option you have to time things is the free timer mode, which you can reset at any moment and will count up until you reset it again or you turn it off.


Thanks again for sharing your thoughts with me, it means a lot!

(2 edits)

Hey!

Thanks for sharing your thoughts, very good points you make, number 1 and 3 were things I considered for release, but ended up not implementing because I wanted the game out, was losing steam/motivation for developing it so I didn't want to be stuck trying to implement those features, even though it'd have been simple, but it was a lesson learned for next projects.

Number 2 I didn't even consider, I never thought about how I never specify which pickup is which, same with lives and bombs. It should have been there.


As for homing, it was also considered and implemented, but it made the game too easy, mainly because I didn't take the time to balance it around homing. That would have costed a lot of time so I ended up scrapping the second shot type.

Thanks again for your detailed feedback, I appreciate it a lot <3.

Have a nice day!

Hey! Thanks a lot for taking the time to play this little game and for leaving a comment! <3 The game was in fact inspired by Touhou Project, so I'm glad it reminded you of it.

Hello,

first of all, thank you VERY much for telling me this, I see I had some linux downloads and now I wonder if everyone had the same experience and just didn't bother to tell me, so yeah, I appreciate that you took the time to tell me what's going on <3.

If you are curious about what was causing it, I'll explain below, if not, you can ignore what's coming, thanks again and if you have any other problem, don't hesitate on letting me know, I hope you have a nice day!

The problem should be fixed now, if you are curious, it had to do with how Game Maker Studio 2 compiles it's games for Linux. There are two compiling options, VM (which is basically a virtual machine for the game) and YYC (which should convert the game to native code instead of interpreting it). There seems to be a bug in the YYC compiler for linux, so I'll also create a ticket for it with YoYo Games. And that's all!

Thanks for the critique!
I'm glad you enjoyed the game up until that point, I did take a risk going for that mechanic, but couldn't pass the thematic opportunity >.< don't want to say too much as to not spoil possible comment readers.

Even then, I tried making the patterns slow except for the last one, but I guess it wasn't balanced enough.

Balancing the game was an issue because I didn't really have many testers, so I apologize for the slip up in the experience.

I'll learn from this and try my best in the future!

Thanks again for your comment and taking the time to play this little game! <3

This made me happy! Thank you!

I'm really happy to hear that! I just uploaded a version with stage 2 in case you want to see that!

Thanks a lot for your comment! <3

Thanks a lot for taking the time to play this and sharing your words with me! It means a lot! I'm glad you enjoyed it!